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Yu-Gi-Oh's "Planewalkers" aka Woken Monsters


Phelphor, of the Deep

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Given the subject matter and how people normally react to this, I'm leaving this warning for everyone else.

 

 

Behave yourselves in this thread, or else you shall be punished accordingly.

 

 

Woken monsters are monsters that reside in the main deck but can only be summon from the hand to the main monster zone by giving up progressive counters and monster(s) listed on the card. Woken monsters have no levels, ranks, links and ETC. Woken monsters do not have attack points or defense points. Woken monsters can not attack players or the opponent's monsters unless they are the opponent's woken monsters. Woken monsters can be targeted for attacks by woken monster and non-woken monsters. If a player only controls woken monsters, the opponent can attack directly.

 

 

To summon a woken monster, you need progressive counters (players get progressive counters and not monsters) and 1 or more monster(s) are shuffled back into the deck.

 

 

Each time a monster is summoned, the player that summoned the monster will get a progressive counter. The more progressive counters, the more woken monsters can be potentially be summoned. Like other monsters the woken monsters needs other monsters to be offered up to them so they can be awaken.

 

 

Example for an requirement to summon 1 woken monster: 1 Progressive counter and 1 Non-woken monster

 

 

Woken monsters are usually walking value engines. giving stuff players like getting or forwarding game strategies rather nicely.

 

 

Woken monsters run on Woken Stages, Woken monsters will have a single digit number showing their base woken stage. each turn the player that owns that woken monster can alter the stage of the woken monster depending on the monster's woken stages effects (usually increasing or decreasing it's current stage number.) you can only do this once per turn. Usually woken monsters will have an ultimate that usually requires decreasing the woken stage by a big number. you can use the decrease stage effect if the woken monster current woken stage is equal to or more the decreasing effect.

 

 

example: the woken monster's current woken stage number is 2 and you can use a increasing effect that will increase the current woken stage by 2. the woken monster's current woken stage is now 4. 2 + 2 = 4

 

 

example: the woken monster's current woken stage number is 9 and you can use a decreasing effect that lower the current woken stage by 7. the woken monster's current woken stage is now 2. 9 - 7 = 2

 

 

example: the woken monster's current woken stage number is 9 and you can use a decreasing effect that lower the current woken stage by 9. the woken monster's current woken stage is now 0. The woken monster will now be destroyed and will be send to the GY.

 

 

example: the woken monster's current woken stage number is 3 and you can not use a decreasing effect that lower the current woken stage by 9 because the woken monster's current woken stage does not equal to or more than the decreasing woken stage effect number.

 

 

Non-Woken monsters attack opponent's woken monsters. For every 500ATK that monster have will remove 1 woken stage off the opposing woken monster's woken stage. Example BEWD has 3000 atk will remove 6 Woken stages off the opposing woken monster. If a Woken monster's Woken stage is equal to 0 or will be become lower than 0, the woken monster is destroyed.

 

 

Woken monsters can attack opponent's Woken monsters. Example: player A's Woken monster with a woken stage of 5 attacks player B's Woken monster with a woken stage of 4, Player B's Woken monster is destroyed and player A's Woken monster's woken stage will become 1 after the damage step. With such a low number, it can be easily defeated in return.

 

 

Woken monsters can churn out advantage but takes resources to put out and losing it can set players back.

 

 

Players will have to time summoning their woken monsters and use their woken effect carefully as well. Woken can be jumped by multiple monsters or a bigger woken monster easily.

 

 

Some woken monster(s) will be easier to summon and require less resources while also being less restrictive on what is specifically required for that summoning but in return will have weaker woken stage effects vs some woken monster(s) that will be harder to summon and require more resources while also requiring more specific materials for that summoning.

 

 

Example of a Woken monster:

| Blistering ÆMBER Dragon |

| LIGHT | Dragon-Type | Woken monster | Effect monster |

| Woken Stage: 5 |

3 progressive counters + 1 monster

If this card attacks before the damage step, target 1 non-woken monster on the field and if you do; destroy the targeted monster. This effect is not a woken stage effect.

+1: draw 1 card and shuffle 1 card in your hand into the Deck then you can add 1 level 4 or monster from your GY to your hand.

+/-0: all non-woken monsters your opponent currently controls; loses 500 ATK until the End Phase

-3: Target 1 card your opponent controls and if you do; shuffle the targeted card into the Deck

-7: Shuffle 1 card in your opponent's hand and 1 card your opponent controls into the deck then inflict 1000 damage to your opponent's Life Points.

 

 

Tell me what you think and etc. also please mind yourself.

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I have a lot of issues with this mechanic. This isn't an attack on you, but it is a critique of your idea and a breakdown of why it's not very good.

 

First issue: there are too many components. With this addition to the game you have 2 more things to keep track of: Progressive Counters and Woken Stages. This might be fine in a game like MtG which has always been numbers heavy and practically requires dice/counters to play, but for a game like yugioh it feels contrary to the usual flow. Magic is a slow game based on manipulating resources and overcoming blockers to win. Yu-Gi-Oh! has no resources and is a faster game where players often attack with nothing to lose. Hopefully you'll see where these things clash as I continue:

 

Each time a monster is summoned, the player that summoned the monster will get a progressive counter.

 

 

This seems worrying. The age of Firewall may be over but the fact that progressive counters are so easy to produce would surely become easily exploitable somewhere down the track. Many decks will be able to produce massive amounts of Progressive Counters on a single turn, so they don't really become much of a cost unless you need similarly massive amounts of them. But if a deck is making that many summons anyway then odds are they already have a solid win condition and field state, so Woken Monsters would either not be used OR would be used to reinforce the field using whatever cards are 'left over' on the field. Either way, it's bad for this mechanic's balance.

 

For every 1000ATK that monster have will remove 1 woken stage off the opposing woken monster's woken stage.

 

My biggest concern is the life point wall this produces. In MtG you can target either a player or the Planeswalker card they control for an attack. In yugioh you have to clear all monsters before attacking directly. That means that by playing a Woken Monster you are effectively gaining a bare minimum of 1000 LP so long as you control it. Firstly. 1000ATK is way too much. Sure pretty much every attacking monster has more than 1000, but remember that yugioh operates in a scale of 100s, not 1000s. If I were attacking directly with an 1800ATK monster, that's a significant portion of damage, it's almost a quarter of your base LP. But if I'm attacking a Woken Monster with 1800ATK then it just scrapes off 1 Stage, which can be easily regained on the next turn.

 

This means Woken Monsters take multiple attacks to deal with, as opposed to all other yugioh Monsters who are 1-and-done.

 

Consider this scenario: If I have no mass destruction effects and no Woken monsters but I'm facing down a player who controls a Woken Monster and a board of other monsters then I'm left with an impossible dilemma. I can either destroy their other Monsters to stop them from popping off bigger combos, or I can dish a bit of damage to their Woken Monster to stop their value engine. Obviously I'm going to go for the other Monsters because they can actually hurt me. But that still leaves a massive LP-wall on their field, which also acts as a value engine, which will hang around until next turn when the opponent fills up their board again, making the same issue. My only option at this point is Raigeki, or some other massive removal effect.

 

So what if I do have a Woken Monster? Well, that's only any good is it's at a higher Stage than my opponent's otherwise I'm just committing suicide and will still need to charge some of my other Monsters into it to get rid of it.

 

The card you provide as an example Woken Monster is actually an example of why the mechanic won't work.

 

| Blistering ÆMBER Dragon |
| LIGHT | Dragon-Type | Woken monster | Effect monster |
| Woken Stage: 5 |
3 progressive counters + 1 monster
If this card attacks before the damage step, target 1 non-woken monster on the field and if you do; destroy the targeted monster. This effect is not a woken stage effect.
+1: draw 1 card and shuffle 1 card in your hand into the Deck then you can add 1 level 4 or monster from your GY to your hand.
+/-0: all non-woken monsters your opponent currently controls; loses 500 ATK until the End Phase
-3: Target 1 card your opponent controls and if you do; shuffle the targeted card into the Deck
-7: Shuffle 1 card in your opponent's hand and 1 card your opponent controls into the deck then inflict 1000 damage to your opponent's Life Points.

 

Okay first, lets address the cost. Most decks can summon this monster on Turn 1 with ease. It requires 3 summons (to produce the 3 counters) and 1 monster on the field. What do I get in return? A 5000 Life Point wall on the field. That's insane. Now lets look at its +/- Stage effects. For +1 (1000 LP) I get a draw exchange, and a draw from the graveyard (which will probably be the card I used to summon it). Please, explain to me how this is balanced. No yugioh card, be it Spell, Trap or Monster, has been printed with such an effect for so little cost since Pot of Greed, and the fact it can be performed once per turn is absolutely insane.

 

If this were a spell on its own, its effect would read "Gain 1000LP. Draw a card, shuffle a card from your hand into your deck. Then you may add 1 Level 4 of lower Monster from your GY to your hand."

Please tell me you see the problem here. It's 3 spell cards in one. At this point, you don't want to be activating the decrease-stage effects. With just a +1 you get an effective LP boost and some other massive benefit. By using a negative-stage effect you're typically getting less value by decreasing your own wall in exchange for a decent effect. In this case that effect is a non-destroying 2-hit removal effect and 1000LP burn, which is good but not typically worth the effective loss of 7000LP.

 

I haven't even touched why this card's non-Woken effect is broken. It's essentially punishing your opponent for controlling a Woken Monster. If a player with Blistering ÆMBER Dragon attacks another Woken monster then the attack destroys even if it fails. This basically creates a game state where it's sub-optimal to run any Woken Monsters if your opponent has Blistering ÆMBER Dragon in their deck, because playing any other Woken Monster puts the rest of your field at risk.

 

So we've established this mechanic is broken, so the question now is: can it be saved?

The answer: Probably not.

 

It's just so fundamentally un-yugioh that it can't be added without destroying the game. Based on my critique you might say the following changes could be made to fix it:

  1. Make the Stages have no bearing on its destruction, this can be done by giving it a flat Defence-Point value that must be overcome.
  2. Alternatively, decrease the ATK required to remove a stage to 500 and change it so Woken Monsters don't have to be destroyed in order to attack the opponent directly
  3. Find some other summoning method because Progressive Counters are too messy and inherently un-yugioh
  4. Give negatives to the Stage-Increasing effects.

This then leads the problem of speed. When the targets become easily destroyable it makes the ramp-up of Stages pointless. This would lead to a situation where nobody would use Woken Monsters because they're too slow to be viable against other, faster mechanics such as Links, Xyz, Synchro and Fusion. They'd become a summon that fires off a potent 1-shot effect then gets wiped the next turn, with no power to actually deal damage to the opponent. This means the core aspect of Stages increasing over time to dish out a devastating effect is rendered pointless in most scenarios.

 

So in my opinion, it's a dud. Ultimately none of this is your fault, you did your best but MtG and Yu-Gi-Oh! are such differently paced and measured games that trying to take mechanics from one and give them to the other is doomed to fail.

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If I'm not mistaken, you can give these cards a proper level/rank and defense value.

Reason: These are generally converting Planeswalkers from MtG to YGO.

Now you still need mana to summon a planeswalker. You convert that mana cost to the respective level/rank in YGO.

 

Example:

Nicol Bolas

Dark

Dragon/Woken

Lv8

STAGE-5/DEF2000

+3 Destroy 1 Continuous Spell/Trap Card on the field.

-2 Target 1 face-up monster your opponent Cobtrols: Take control of that monster until the End Phase.

-9 Inflict 2800 damage to your opponent. Your opponent then discards 7 cards from the top of their deck and sends 7 cards from their side of the field to the GY.

 

This example makes more sense to me since Planswalkers can't attack but can still be attacked. Just opposite of Links really. Links can't be put in Defense and the Wokens can't be put in attack. So it only makes sense that you gotta prevent the monster from being a giant wall.

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