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[Written] Yokubo, Glorious Patriarch of Excess

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#1
Cardinal_T

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Yokubo, Glorious Patriarch of Excess

LIGHT

Left Arrow, Right Arrow

Fiend / Link / Effect

2 monsters
When this card is Link Summoned: Your opponent must Special Summon as many monsters from their hand as possible. While this card is in a Monster Zone, your opponent cannot target monsters for attacks, except "Yokubo, Glorious Patriarch of Excess". If this card is destroyed by an opponent's card (by battle) and sent to the GY: Your opponent draws 2 cards.

ATK- 1800, LINK- 2

 

Design Philosophy

 

Change Log

 

This is my first attempt at a Link Monster, so I've probably messed a few things up (these weren't a thing back in my day *fist shake*), but I've done my research so technically I should be good. I also am acutely aware that my OCG might be a bit off when it comes to the Forced Summon effect, but I couldn't find any references to work from there so I had to wing it. C&C are always welcome, how else will I improve without my flaws being exposed to my peers?



#2
Darj

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Text fix suggestion:

 

This card's Link Summon cannot be negated. When this card is Link Summoned: Your opponent must Special Summon as many monsters from their hand as possible. While this card is in a Monster Zone, your opponent cannot target monsters for attacks, except "Yokubo, Glorious Patriarch of Excess". If this card is destroyed by an opponent's card (by battle or card effect) and sent to the GY: Your opponent gains 1000 LP.

 

 

On the card, this may be a bit controversial but I think it's actually too good. Forcing the opponent to Summon as many monsters a possible from the hand may look like a drawback, but nowadays, monsters you would hold on the hand are small critters with combo (e.g. Armageddon Knight) or hand trap effects, and that can be run over with relative ease. So in a way, you would be disrupting its entire hand trap defenses, as well as combo-starting effects by forcing them to activate their effects during your turn. Not to mention that often you will get a peek on its hand to confirm that it's summoning as many monsters as possible. Sure, it's not good against every deck, namely Blue-Eyes, Mekk-Knights, Kozmo, Altergeist (except by disabling Kunquery?),or anything with Dangers! because of Bigfoot, but against others it can be quite disruptive: vs. Sky Strikers, it will disable Sky Striker Spells during your turn since they will control a monster in a Main Monster Zone, v.s Goukis, you force Armageddon Knight and floaty Goukis without them being unable to make Link plays, vs. BAs, it may force the maideck BAs to self-destruct if they control a non-BA monster; and so on.


vvb9i54.jpg

— Don’t forget.
Always, somewhere,
someone is fighting for you.
— As long as you remember her,
you are not alone.

Stand

bkWHGLt.gifwlWp4Vr.gif
Credits: cat6757(dA) - Neko-Slay(dA)


#3
Tythe

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This is honestly pretty interesting, but I think Darj summed it up pretty well.  It actually is too good.

 

On the whole, this could be considered another form of hand destruction which is something that the game has largely kept away from until recently *cough*Gumblar*cough*. If you use this turn 1, you could deal with all your opponent's monsters before they have a chance to do anything with them and this can easily act as a measure against handtraps since it forces 'em to be played.

 

At the same time, toning down the forced summon effect would make this card near useless.  Maybe you could change the last effect to allow it to give your opponent some kind of drawing benefit (instead of LP) if it is sent to the GY or something?  I dunno.

 

...wait, 3300 ATK?  That's way too much.  Even if everything else stayed the same, how would anyone destroy it by battle?  At least take it down to 2300 and/or allow its benefit to work regardless of how it is sent to the GY.


Hello, fine peoples!

Oh hey, something notable I guess

#4
Cardinal_T

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Wow, I wasn't expecting such a quick response!

 

First off, thank you for the Text Fix. I wasn't too sure on the wording, but it seems I got the gist of it right, which is the main thing. I shall fix that straight away.

 

Secondly, responding to the critiques themselves!

I had a suspicion there would be some power problems with this card. Simply put, MtG and Yu-Gi-Oh are vastly different systems. I think that changing the battle destruction effect to Card Draw is probably better compensation for LP, since they will have just dumped their hand they need something to get back. However, I'll probably drop its ATK to 3000. The reason why I think it's ATK should stay quite high is, simply put, I've set them up to have an excellent board presence for their next turn, and other than running into a squishy monster (bare in mind, I'm not forcing them to be summoned in ATK Position, so they can come in DEF, and I haven't got piercing damage), they are going to be able to Link/Pendulum/XYZ summon some nasty monsters that can kill it in one turn easily. This also makes it risk/reward to play against. Do I run the big monster I just got set up into it, and gain a reward for killing it, or do I just remove it with a Spell/Trap, not gain the benefit but also not run the risk.

 

I'm probably wrong on this though. I'll stick to my guns of keeping it somewhat powerful, but if more people tell me that it is simply too strong at 3000 ATK, I'll drop it again.

 

Thanks for the feedback guys!



#5
Dr. Jolly Glot the III

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Wow, I wasn't expecting such a quick response!

First off, thank you for the Text Fix. I wasn't too sure on the wording, but it seems I got the gist of it right, which is the main thing. I shall fix that straight away.

Secondly, responding to the critiques themselves!
I had a suspicion there would be some power problems with this card. Simply put, MtG and Yu-Gi-Oh are vastly different systems. I think that changing the battle destruction effect to Card Draw is probably better compensation for LP, since they will have just dumped their hand they need something to get back. However, I'll probably drop its ATK to 3000. The reason why I think it's ATK should stay quite high is, simply put, I've set them up to have an excellent board presence for their next turn, and other than running into a squishy monster (bare in mind, I'm not forcing them to be summoned in ATK Position, so they can come in DEF, and I haven't got piercing damage), they are going to be able to Link/Pendulum/XYZ summon some nasty monsters that can kill it in one turn easily. This also makes it risk/reward to play against. Do I run the big monster I just got set up into it, and gain a reward for killing it, or do I just remove it with a Spell/Trap, not gain the benefit but also not run the risk.

I'm probably wrong on this though. I'll stick to my guns of keeping it somewhat powerful, but if more people tell me that it is simply too strong at 3000 ATK, I'll drop it again.

Thanks for the feedback guys!

yeah you need to drop the ATK again + make less powerful version forced summon effect

I get that this meant to be high risk=reward type of card but in actuality its ironically a strong 1 sided card. Consider this: You strip your opponent hand their resources and hand traps that easy to be steamrolled (especially with this card 3300 stat) so no monster for opponent to be played next turn nor to respond to your plays also you can still Link Ladder this card to a much more threatning Link Bosses like Gumblar and Borrels especially gumblar since its strip the rest of your opponent hand potentially leaving opoonent with a turn of 0 hand

...All of this by investing any 2 monster which extremely easy + its summon cannot be negated

#6
Cardinal_T

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yeah you need to drop the ATK again + make less powerful version forced summon effect

I get that this meant to be high risk=reward type of card but in actuality its ironically a strong 1 sided card. Consider this: You strip your opponent hand their resources and hand traps that easy to be steamrolled (especially with this card 3300 stat) so no monster for opponent to be played next turn nor to respond to your plays also you can still Link Ladder this card to a much more threatning Link Bosses like Gumblar and Borrels especially gumblar since its strip the rest of your opponent hand potentially leaving opoonent with a turn of 0 hand

...All of this by investing any 2 monster whose which extremely easy + its summon cannot be negated

 

Fair Play mate, I see what you mean. I still want it to have the effect where it forces a hand-dump, as that was the whole point of the card, but I'm on-board with the card being too powerful. So, to counter this, I will make it much weaker ATK wise, making it more risky to play (also giving more incentive to kill it, given the fact it provides draw power by being destroyed by battle). I also will get rid of the "Cannot be negated" part of the summon, so it can be countered if your opponent sees it coming.

 

Thanks for the feedback!






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