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o_smily

o_smily

Member Since 23 Oct 2018
Member ID: 908,529
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[Written] Earthbound Planes

19 January 2019 - 02:51 PM

Earthbound Planes

Field Spell Card

"Earthbound Immortal" monsters you control cannot be targeted by your opponent's card effects. During your Main Phase, you can Tribute Summon 1 "Earthbound Immortal" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can return 1 "Earthbound Immortal" monster you control to the hand; Special Summon 1 "Earthbound Immortal" monster from your Deck, but it cannot attack this turn. You can only activate this effect of "Earthbound Planes" once per turn.


[Problem] My spoilers are not functioning correctly

27 December 2018 - 12:21 AM

Whether you have already seen it or not, the spoilers on my Aura monsters thread have been acting strangely and I do not have an idea as to what is wrong them. They refuse to function or hide anything correctly after my supposedly first two spoilers ("Examples" and "Example 1 - Beast-Warrior Synergy"). I've arranged them accordingly as to how they should be separated, but as far as I know, there is nothing more that I can do. Please correct me if I am wrong and please show me how I can fix it then.


[Written] Nowell Rider

25 December 2018 - 11:08 AM

Nowell Rider

LIGHT

Fairy / Effect

1300 / 1300

When this card is Summoned: You can Special Summon 1 "Reindeer Token" (Beast/LIGHT/Level 4/ATK 1000/DEF 1000) in Attack Position to your opponent's side of the field. Gains 1000 ATK for each "Reindeer Token" in the same column as this card. If this card would be destroyed by battle, you can destroy 1 "Reindeer Token" on the field instead.


[Written] Aura Monsters [Ability/Sub-Type Idea w/ Introduction]

23 December 2018 - 10:51 PM

Now, hello there, and welcome to my introduction!

 

What I have right here is a new sub-type of monster—or more officially known as monsters with an ability—that I have been working on for the past week. I've always enjoyed the roles and mechanics of the different abilities found in YGO, and I've always pondered on how to make a new, effective, and overall acceptable addition to the different sub-types. So, I've crept into the darkest parts of my mind, conjuring up an idea for an ability with these 3 main thoughts in mind:

 

Will this new sub-type: be consistent with other monsters that share that ability?

Will this new sub-type: have good, strong effects in compensation or result of a different effect mechanic?

Will this new sub-type: actually be worth giving an ability, or simply keeping it as an effect monster?

 

After considering all of these factors, and silently listening, waiting for an idea to come up, I imagined this and that mechanic, continuously thinking and trashing ideas, until, not long ago, I thought of this mechanic, and not trashing it immediately, I thought up my mechanic. Once I had refined the idea in my head, I began to run drafts and examples, and soon, after some mind-based and OCG work, I had completed my first, prototype text effect for Aura monsters.

 

Aura monsters are a sub-type that possess a "lingering" effect, which manifests itself in the form of a Spell Card. If an Aura monster would be sent from the Monster Zone to the GY, it is instead placed and activated in the Spell & Trap Zone as a Spell Card. This monster, while activated as a Spell Card this way, is not treated as a Continuous or Field Spell Card, but it remains face-up on the field and does not resolve. In fact, the card is not treated as any specific Spell Card; it is simply a Spell Card that remains face-up on the field, similar to Swords of Revealing Light. Instead, when a certain requirement or condition is met, the card's controller, either by choosing to do so or by requirement, resolves the Spell Card with a following effect afterward. Once that has been said and done, the card is then sent to the GY.

 

Sometimes, an Aura monster may have a normal monster effect, but mostly, for balancing purposes, most of my examples will only contain Spell Card effects. Higher Level monsters may have a higher chance for a monster effect.

 

The Aura monster universal card text (subject to change):

If this card in the Monster Zone would be sent to the GY, you can place and activate it in your Spell & Trap Zone as a Spell Card instead. [condition requirement, Spell Speed, etc.]: You can resolve this Spell Card with the following effect:
[Effect]
 
As of now, for simplicity's sake, most of my Aura monsters for now will be Spell Cards that resolve during the Standby Phase of a certain player's turn, with little other conditions and effects.
 
Examples
Example 4 - On-Summon Effect

 

Support

 

I hope to create more examples and support later on, hopefully with more fleshed out ideas and variety, and perhaps edit preexisting cards for balance.

 

The idea, mechanic, and texts/wording with these new Aura monsters may bring confusion to some people, or perhaps some have genuine questions about how these abilities work, in regarded to ruling, effectiveness, and so on and so forth. In order to bring this topic to the utmost highest quality, I will attempt to answer potential questions:

 

Q: How does it work when these Aura monsters become Spell Cards? Why don't you just have them become Continuous Spell Cards?

A: I could have some extravagant answer as to why I chose to have them simply become unspecified Spell Cards rather than Continuous, but all that I do have to say is that I believe that it will help make my Aura monsters just that much more unique. Any card can become a Continuous Spell Card, but not many can become what my Aura monster can become.

 

Q: When Aura monsters activate as Spell Cards, does that mean I must chain potential cards or effects to that action, and can I not activate them in response to your Spell Card's resolving?

A: If you want to negate or chain my Spell Card's activation in any way, then yes, you must activate cards or effects in response to my Aura monster becoming a Spell Card, and not in response to my Spell Card's resolution.

 

Q: How effective or useful would you expect these monsters to be?

A: I try my very best to make my cards balanced, effective, consistent, useful, and worthy as possible, and even more so with these monsters, which I have made with my own mind and shown in this long topic, so I would say that these monsters, at the very least, to be balanced and fair.

 

Q: What brought you to make this monster ability?

A: As stated before, I enjoyed the idea of a monster sub-type and I wanted to make one myself. Even if my monster sub-type were to fail, I would not regret ever thinking of these cards or writing this topic. So, the reason I made these was because it was an enjoyable experience.

 

That is all that I have to say. If you read all of my introduction, ideas, explanations, examples, and such, then I thank you very much for doing so. (This topic, obviously long, was written on an older computer with the constant risk of accidentally canceling everything I've written.) If you have any questions, please do ask. If you have any ideas, please do suggest. If you have any advice, please do criticize. Finally, if you have any cards of your own, then please do submit. This has been a very enjoyable process, and I hope that you just had as good of a time.


[Written] Vegetable Fly

23 December 2018 - 07:37 PM

Vegetable Fly

WIND

Insect / Tuner / Effect

Level 1 - 900 / 750

Once per turn: You can have this monster gain up to 4 Levels, and if you do, this card is treated as a non-Tuner.