Jump to content

Advanced Wars Concept


RatherHomely

Recommended Posts

I was sitting around, thinking about random stuff one day, and my mind began to dwell on the whole "move your card to an adjacent zone" effect. Then I got the idea to tie it into the Advanced Wars games. Here's the results. Also, you'll notice all the monsters are a type called "stacker". To save room on the card, a "stacker" monster has the special effect to be in the same card zone as four other monsters, allowing for up to five cards to be in a zone at any given time.

279564.jpg

After this card activates, insert a Yu-Gi-Oh play mat between the two existing play mats. All Spell/Trap Card Zones become Monster Card Zones on the new mat. All Monster Cards gain the following effect; "Once per turn, this card may move into one adjacent Monster Card Zone, unless occupied by a Monster Card or Magic/Trap Card belonging to your opponent. Up to four other cards are allowed in the same space as this card." If a card already has an effect allowing it to move into an adjacent zone, this card's effect that provides monsters with the effect to move to an adjacent space. All monsters may only declare an attack on a monster in an adjacent space. Monsters may only attack the opponent directly if they are adjacent to the opponent's Magic/Trap card Zone.

279564s.jpg

This card may be activated in a Monster Card Zone adjacent to any of your Spell/Trap card Zones. Up to five other cards may be in the same zone as this card. Any Monster Card in the same zone as this card increases their ATK and DEF by 1000 whenever the monster is attacked by an opponent's monster.

279564.jpg

Twice per turn, this card may move to an adjacent Monster Card Zone. As long as there is another monster with "Red" in its card name, unless the card has less than 1000 ATK. Once per turn, select an adjacent Monster Card or Spell/Trap Card Zone. Flip three coins. If two or three of them are heads, destroy up to two cards in that zone.

279564h.jpg

Twice per turn, this card may move to one adjacent Monster Card Zone. This card may only declare an ATK on cards in an adjacent zone. This card may gain an additional 100 ATK and DEF for every card with "Red" in its name in the same card zone as this card. At the beginning of your battle phase, you may activate the following effect: Decrease this card's ATK by 800 till the end of the battle phase. This card may declare an additional ATK this turn.

279564p.jpg

Twice per turn, you may move this card to an adjacent Monster Card zone. Increase this card's ATK and DEF by 100 for every card with "Red" in its card name in the same zone as this card. This card cannot be destroyed as a result of battle by any monster with 5 level stars or lower. This card can only declare an ATK on monsters in an adjacent zone.

279564i.jpg

Twice per turn, you may move this card into one adjacent Monster Card zone. As long as another card with "Red" in its card name is in the same zone as this card, this card cannot be selected as an ATK target unless the card has less than 1000 ATK. Twice per turn you may select one of the following effects and activate it: "Select up to two cards with "Red" in their card name in the same zone as this card and remove them from play." -or- "Select up to two cards removed from play by this card's effect and place them on the field in the same zone as this card."

279564.jpg

Twice per turn, you may move this card into one adjacent Monster Card zone. As long as another card with "Red" in its card name is in the same zone as this card, this card cannot be selected as an ATK target unless the card has less than 1000 ATK. Twice per turn you may activate one of the following effects and activate it: "Select up to two cards with "Red" in their card name in the same zone as this card and remove them from play." -or- "Select up to two cards removed from play by this card's effect and place them on the field in the same zone as this card."

279564.jpg

As long as another monster with "Red" in its card name is in the same zone as this card, this card may not be selected as an ATK target unless the card has less than 1000 ATK. This card ignores the effect of any card that says that this card must be adjacent to a monster to attack it. The following effect is only active during the Battle Phase of your turn: Battle Damage to this card and this card's controller that they take from a battle involving this card becomes 0. After damage calculation, decrease the ATK of the monster that was attacked by this card by 500 points until the end of this turn.

279564.jpg

Once per turn, you may move this card into an adjacent Monster Card Zone. This card may only declare an attack on a monster in a adjacent zone. Increase the ATK and DEF of this card by 50 for every card with "Red" in its name in the same zone as this card. When this card battles another card, check the level on that card. Subtract the level of that card from 12. Multiply the number by 2 and increase this card's ATK by that amount for the duration of the damage step. Whenever this card battles a WIND Monster, increase this card's ATK by 1000 during the damage step.

279564l.jpg

Once per turn, you may move this card into an adjacent Monster Card Zone. There may only be a maximum of 2 other cards in the same space as this card. Increase this card's ATK and DEF by 100 for each card with "Red" in its name, plus an additional 100 for each Level 5 or higher Monster, in the same zone as this card. This card may only declare an ATK on a monster adjacent to it.

279564.jpg

Once per turn, this card may move into one adjacent Monster Card Zone. This card gains 200 ATK and DEF foe every card with "Red" in its card name in the same zone as this card. This card may only ATK a card in an adjacent zone.

279564d.jpg

Once per turn, you may move this card into an adjacent Monster Card Zone. This card ignores the effect of any Monster Card or Magic/Trap Card that only allows this card to declare an ATK on a monster in an adjacent zone. When this card declares an ATK on an opponent's monster, increase this card's ATK by 2000. Any damage this card deals to an opponent due to battle is reduced to 0.

279564e.jpg

Twice per turn, you may move this card into one adjacent Monster Card Zone. This effect cannot be negated. Increase the ATK and DEF of this card by 100 for each card with "Red" in its card name in the same zone as this card. This monster may only declare an attack on a card in a zone adjacent to this card. You may discard this card from your hand to the graveyard in order to add one "Battle Field" to your hand.

279564v.jpg

Once per turn, you may move this card into one adjacent Monster Card Zone. This card gains 100 ATK and DEF for each card with "Red" in its card name in the same zone as this card. This card gains attack and defense equal to the level of the card this card is battling times 200. This card may only declare an ATK on a monster in a zone adjacent to this card.

279564.jpg

Once per turn, you may move this card into an adjacent Monster Card Zone. This card ignores the effect of any Monster Card or Magic/Trap Card that only allows this card to declare an ATK on a monster in an adjacent zone. When this card declares an ATK on an opponent's monster, increase this card's ATK by 2500. Any damage this card deals to an opponent due to battle is reduced to 0.

279564o.jpg

Once per turn, you may move this card into an adjacent Monster Card Zone. This card may only declare an ATK on a card in a zone adjacent to this card. There may only be a maximum of 3 other cards in the same space as this card. Increase this card's attack and defense by 100 for each card with "Red" in its name, and an additional 100 for each monster with 5 or more stars in the same zone as this card.

Well, what do you think? I know there are some rules I may not be covering, so rate, ask questions, you know the drill (Drill? Army cards? It's a pun! Boy am I funny...).


One more thing... Yes, I know the pictures suck! I'd like to see you try to find some good Advance/Battalion War pictures...

 

Update: Added new cards and fixed OCG. Because my computer skills are as good as a small rock's, I have yet to figure out how to create subtypes properly and be able to post them on the forum. For the time being, I've made "Stacker" a secondary type. This secondary type provides the monster with the following effect; "Up to four other cards may in the same zone simultaneously as this card." Please, look, comment, review.

Link to comment
Share on other sites

I do realize the graphics are way off, but I want the cards rated more on their effects than anything. The pictures mean almost nothing in terms of the actual game, but the effect... that's where the substance is. So try to ignore the pictures for now... (Unless you like them, in which case feel free to praise!)

Link to comment
Share on other sites

Well, this is a somewhat-original pair of effects . . . you've taken the Senet mechanic that I've been so obsessed with trying to make cards to utilize it . . . and turned it into a whole new take on the game. Interesting.

 

Though I might make some suggestions regarding OCG (Official Card Grammar) -- if you don't mind.

 

First: Whenever you say 'Spell/Trap Card' or 'Monster Card', you ought to do as I just did here and capitalize it -- it's proper form.

Second: You don't have to write out 'attack' and 'defense' in your card effects, instead choosing to write 'ATK' and 'DEF'. Also proper form, and it saves on space.

Third: Battle Field could use one little semi-insignificant revision -- instead of 'YUGIOH', put 'Yu-Gi-Oh!' -- there actually IS a card that uses the word (it's one of those tournament yahoo cards that you can't use in real games).

Fourth: There's a better way to word the Tank's final effect: 'Increase this card's attack and defense by 100 for each card with "Red" in its name, plus an additional 100 for each Level 5 or higher Monster, in the same zone as this card.' The comma makes all the difference (before, it looked like it gave the monster 100 ATK for each "Red" monster out on the field, and also gave it 100 ATK for Lv5+ monsters on the same spot -- now, it conveys your original intent a little better).

 

Hope this is helpful, and I can't wait to see more from you.

Link to comment
Share on other sites

. . . I can't believe I missed that. I let my guard down for Senet. *sigh*

 

The Infantry can pass as a Warrior, the Tank and Transport as Machines, and considering what you've done to innovate you can get away with making them 'Stacker' sub-type -- refer to the tutorials for how to do that -- without getting any flack for it.

 

I still stand by what I said before, though. (I can't wait to see how you handle the Neo Tank . . . )

Link to comment
Share on other sites

baroque: Thanks for the comment. I suppose as I make more cards, I'll avoid these errors in the future. As for making stackers as a subtype, I hadn't thought of that! Now I just need to look at that tutorial... And sorry to disappoint you, but the units I'm using revolve around the original Advance War game, so until I'm finished basing cards off of those units, you'll have to wait for that Neo Tank. Sorry!

Kroama: You, I definitely will make them regular types. "Stacker" will become a subtype instead.

Everyone Else: I will get to the corrections eventually. When, I don't know, but it will happen (maybe...)!

One last thing. As the Advance War games have see units, how do you guys think I should handle them? I have an idea of what to do, but ideas will be appreciated.

Link to comment
Share on other sites

One last thing. As the Advance War games have see units' date=' how do you guys think I should handle them? I have an idea of what to do, but ideas will be appreciated.

[/quote']

 

'Sea' units? Hm. Well, I'd say that they'd probably be able to do things that other Stackers couldn't -- for example, if there's a submarine (I'm not too familiar with Advance Wars' sea units, I'm afraid, so if there isn't then I'm sunk), you could make that Submarine incapable of being attacked if there are monsters stacked on top of it . . . but beyond that, I can't really think of anything other than possibly having boosts or bonuses based on how sea units fare normally against land or air units.

 

Also, how will you be handling the different commanders? Perhaps Spell/Trap card versions of them (and their various effects)?

Link to comment
Share on other sites

Yes, I did mean "sea." The main difference between sea and land units is that, well, sea units are the only units that can travel in the sea. My reasoning here is that it doesn't make sense to have a sea unit on the same space a land unit is occupying. Perhaps I'm just being too picky, but I was pondering whether to add cards that created sea zones, or just removing sea units all together.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...