Jump to content

Sleepy

Sleepy

Member Since 27 Nov 2008
Offline Last Active 18 minutes ago
*****

ITT: A cap for actions~

04 January 2018 - 10:23 PM

This is the concept, ITT:

At the start of a player's turn, the turn player gets a specific amount of actions (at the moment I'm thinking between 12 and 20). Then every turn, rather than piling them up, they just reset to the fixed number at the beginning of your turn.

 

What are they used for? 2 things actually. Activating Spell and Trap Cards, and Special Summoning.

 

For activating a Spell or Trap Card, spend 3 or 4 actions (tentative number).

 

For Special Summoning a monsters from anywhere except the Extra Deck, you lose actions equal to the total Level of monsters Summoned.

 

- - - - -

 

This obviously doesn't affect Xyzs or Links due to their lack of Levels and differing pacing from one another, so I thought, might as well also let Fusions, Synchros, and Extra Deck Pendulums, all off the hook.

You do need to pay for the materials or the S/T effects Summoning them though.

 

The idea is that you can still perform fast-paced turns, but you have to factor in not being able to do everything, and being conservative while trying to prioritize plays spreading from the start of your turn to the opponent's End Phase.

 

What are your thoughts, comments, suggestions, etc.?
I think it would be an interesting experiment to try out.
 


Archfiend's Metamorphosis Skull [Written]

04 January 2018 - 12:58 AM

Archfiend's Metamorphosis Skull

DARK Level 1 [ Fiend / Effect ] 0 / 0

If sent to the GY by a card effect: You can add it to your hand. You can only use this effect of "Archfiend's Metamorphosis Skull" once per turn. You can discard this card to target 1 monster you control; destroy it, and if you do, you can Special Summon 1 monster from your Deck with the same Type and Attribute, and 1 Level higher or lower than the target on the field.

 

- - - - - - - - -

 

Archfiend Heiress, Armageddon Knight, Mathematician, Foolish Burial, Fiend Griefing, Dark Grepher, or even Polymerization and any vanilla Ritual Spell, can all let it wind up at your hand OPT. So can Recurring Nightmare.

 

The point was to make a "Transmodify" and "Downbeat" that is actually searchable and reusable enough to revolve an engine around it. It also is more flexible than either of those and allows trait-modifying effects to affect the outcome instead of just counting the original Type, Attribute, and Level in the GY.

 

Flavor-wise it is a magic demonic skull that grants the ability, sort of like a cursed artifact, if you will.

I should have probably done a Stratos version for those 2 spells instead, especially because I've already done this sort of concept in the past, but well hehehe.

 

Anyways, thoughts, comments, suggestions, fixes, etc. all welcome~


Even Punishment [Written]

01 January 2018 - 10:27 PM

Even Punishment

[Quick Play Spell]

During either player's Main Phase: Target 1 card on each side of the field; destroy the target your opponent controls and banish the target you control. You can only activate 1 "Even Punishment" per turn.

 

- - - - - - - -

 

It is straightforward. Quick removal for any kind of card regardless of if face-up or face-down.

Though it is a -1 and has a slightly bigger response window (if either target disappears, the card doesn't resolve).

 

Xyz Dimension Splash for a situational play heh. Or Giant Rex to make this a +0, or D.D. Survivor (if anybody remembers that card xD )


[written] Pot of the Barren Land

28 December 2017 - 02:30 PM

Pot of the Barren Land
[Quick-Play Spell]
If there are no monsters on the field: Draw 2 cards. You cannot Special Summon face-up monsters for the rest of the turn. You can only activate 1 "Pot of the Barren Land" per turn. You cannot activate this card if there is a "Pot of the Barren Land" in your GY.
 
- - - - -

Notes

 
The flavor is supposed to be a treasure left behind on the battlefield (after a nuke) and retrieved by a small exploration group or a single member (because you cannot Special Summon after you use it). Though it can be used turn 1 so that flavor didn't cover 100% of the scenario.
 

Also, I kinda got the idea to make this after reading the Pot of Desperation thread at the Casual Cards section.
 
Thoughts/Comments/Corrections/Suggestions/Etc. Please =)


Attribute Backrow~

23 December 2017 - 03:52 PM

Just like the name implies. What do you people think about the idea of Spell/Trap Cards with Attributes?

I mean, look at monsters. In order to support monsters in separate ways we've got 6 different Attributes to go for, 24 Types (and counting), and different incompatible measuring systems like 12 Levels, 12 Ranks, 14 Scales, and 8 Link Ratings. We have ATK and DEF stats if that's not enough, different mechanics to go by (Ritual, Fusion, Normal, Token, Synchro, Xyz, Link, Pendulum), and different subtypes to boot (Flip, Toon, Union, Gemini, Tuner, Spirit, OCG has Special Summon, and we'll probably get more). All of these can even mix up to create even greater divisions to control how things are affected, even before resorting to archetypes.

 

Yet, Spells/Traps only have icons and other than that resort to archetypes.

Traps: Normal, Continuous, Counter.

Spells: Normal, Continuous, Quick-Play, Ritual, Equip, Field

 

I've always been an advocate for archetype support to be more of a last resort kind of deal. It can exist, but I'd much rather have other factors that keep it generic enough for new/future card creation to always give people the thought of "Look! It works with A and B! I need to try this out!". Archetype name slapping is like the easier way out.

 

The game has a ton of potential to spread out like a knitted net in fun ways. To be honest, I'd personally see if I could give them some sort of Level system as well, but I'm gonna forget about that in this thread and just focus on attributes.

 

There were 2 periods in Yugioh that had some issues that would have been sorted out had this been a thing.

-The GX era AKA archetype hell in its second half. People at some point mostly dropped buying packs altogether because if they didn't run the 2 or so archetypes of the moment supported there, they just couldn't even so much as use the pulls (and I mean all 9 pulls, not 1 or 2 out of the pack). Couple that with the filler cards that not even their archetypes wanted to use, but that's just a bonus layer.

-The Goat Control days had a tiny bit of issue, in the form of most cards that were "the best of their kind". You had no reason to run something other than Magician of Faith unless it plainly outclassed or got something like archetype restrictions going, rather than making more room for incompatible stats to keep on spreading.

 

Just another concept option to think of.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 

This topic is a bit too theoretical for Custom Cards, but too Custom-like for Theories, and I thought it ultimately could only be here... So what do you people think of the idea/concept?

 

Sample: 

Spirit Bonfire

[Normal Spell] FIRE

Banish any number of FIRE Spell Cards from your GY to target FIRE monsters in your GY whose total Level is equal to the number of Spells banished this way; Special Summon them.