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Yu-Gi-Oh! The Created Card Game - Set 2 (Submission Phase, community decides winners)


fortycal86

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Ok' date=' I've done three cards and am bashing my way through the others, I'm trying to go fast but it takes me around 20 minutes per card to figure out exactly what each support group needs and how to fill that gap and give some theme or tactics to them while keeping everything balanced, I'll probably be able to submit around half of the 150 cards for the deadline if I devote my weekend to it, which should be enough, I guess.

 

Some of the competition looks pretty tough though. Also, a question. Do you want to keep a balance of monsters to spell/traps? Because I find that it's better for a card game to have more monster cards (or similar) when it starts out, since that's what most cards in the game seem to support and gives the biggest options for players building different types of Decks. So I have been using monsters as the support cards much more than spell/traps.

[/quote']

 

Yea more monsters would be better but, some other cards can get voted in by Co-Leader vote as well. Also if your gonna go all out and make all 135 or 150 cards then I could extend the End Date longer if you want.

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I've seen the sections and am building the cards according to what's already in the game so that they should be fairly balanced and playable in Decks that could be made at the moment according to those sections. I'd probably need until next weekend to get all 150, so I think it'd be more reasonable to not just extend it and I'll do what I can this weekend, no need to stall things for me. After all, ending this one sooner means the next pack is just that much sooner, and I'm sure everyone will have new ideas by then, and I could fit in my own at that time instead of now.

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I ave a cool card called rise of the legendary dragons it lets you special summon red-eyes and blue-eyes.:roll:

 

We dont use any TCG cards in the CCG. And you need to join as a card creator on the main thread and be accepted first if you want to post your cards on this thread.

 

Fix'd =P

 

For what reasons would they not be accepted?

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well that's true, but there could be any number of reasons that any one person might not be accepted where anyone else might have been......correction. where everyone else might have been accepted. now i know that there is no such thing as to happen here yet, but i thought that it would be best to clarify that point first.

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Ok, I've only done 9 cards by this point, I should have more on the weekend, but here's what I did this morning:

 

[spoiler=01-03) Any card to support DARK Monster(s)]

Hello, and welcome to our pink commentary on the cards and why they were designed in this way. You'll see this text after each card to explain why I think it would best help the YCCG, enjoy!

 

|The Hermit of Derdu Void|01|CCG1|Spellcaster/Effect|DARK|3||1000|1600|Once per turn, when you have no cards in your hand, you can add 1 DARK monster with 1500 or less DEF from your Graveyard to your hand.|

There are currently 2 DARK cards that need a discard to work, another that SS's himself from the hand, two that replenish the hand and another that works best with small hands. This card helps to continue this tactic within DARKs and give them a more defined playstyle of playing with small hands and replenishing them to get more from Discard effects. The DEF limit is chosen so that it could never cause an OTK loop with itself when future cards arrive.

 

|Animated Soul Blade|02|CCG1|Warrior/Effect|DARK|4||1300|0|Once per turn, you discard 1 card. If you do, this card can attack twice this turn. When this card is sent to the Graveyard, increase the ATK of all face-up DARK monsters by 500.|

For the reasons mentioned above, this card also works with the discarding theme, both as a discarder and a card which activates when discarded. The ATK seems a little low but any higher and it would cause too much direct LP damage with the double attack feature.

 

|Phantom of the Retribute|03|CCG1|Fiend/Effect|DARK|5||2100|1900|If you have only DARK monsters in your Graveyard, you can Normal Summon this card without tribute. Your opponent cannot select a level 4 or lower DARK monster as an attack target.|

Low level DARK monsters, generally, seem to be quite fragile and lacking the staying power to Summon their bigger beaters. This card gives DARKs an easy to Summon and reasonable ATK beater which can also protect their weaker cards, like the two above, and help DARK Decks hugely in completing their goals.

 

 

 

[spoiler=04-06) Any card to support LIGHT Monster(s)]

|Captain Sunseed|04|CCG1|Plant/Tuner/Effect|LIGHT|5||2000|2400|When a LIGHT monster you control destroys a monster as a result of battle, draw 1 card.|

LIGHT monsters, as a whole, seemed to have the most ATK and RFG powers of the attributes. When I looked for a LIGHT's Deck's main win condition, I figured that it would be a control-based Deck which focuses on stopping any monster threats using their Synchro. This seemed to be a good card for helping the Synchro, it's effect will make up for the lack of direct attack and it's a Level 5 Tuner, which means you can Summon it using The Stranger and then Synchro with a level 4 next turn. I made sure not to say that the monsters destroyed by battle must be sent to the Graveyard so that it can still work with the possible RFG theme that the Deck might get.

 

|Hyper Shaman|05|CCG1|Spellcaster/Effect|LIGHT|4||1600|400|Level 4 or lower LIGHT monsters inflict piercing damage.|

 

This is just a simple LIGHT staple card which works with their high ATK and stops a single battle-immune monster from blocking their win condition.

 

|Pilgrimage Through Time|06|CCG1|Trap Card|Trap|||||Remove from play 1 LIGHT monster you control. During the End Phase, Special Summon that monster and it gains 500 ATK.|

 

Again, not a complex card, it works with a possible RFG theme in the future and lets LIGHT monsters avoid most destruction cards while getting a small boost.

 

 

 

[spoiler=07-09) Any card to support FIRE Monster(s)]

FIRE looks pretty fun, they've got 3 of their monsters that are focused on Fusion, it would be nice to see that as a playable style for them.

 

|Ruby Golem|07|CCG1|Spellcaster/Fusion/Effect|FIRE|5||2100|2600|"Ruby Chameleon" + 1 FIRE monster. Once per turn, you can substitute any FIRE monster in your hand or on your side of the field for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Your opponent cannot select another FIRE monster as an attack target.|

It gives FIRE an easy-to-access Fusion. I was worried about being general with the materials, instead of giving a specific monster, but using "Ruby Chameleon" for the first option stops them from substituting it in a FIRE Deck. I'm not so sure about this one, but the second effect seems to give them some staying power.

 

|Graceful Chimera|08|CCG1|Beast/Effect|FIRE|8||2400|2000|You can Special Summon this monster from your hand or Graveyard by tributing 2 FIRE monsters you control. During your turn, FIRE monsters are unaffected by your opponent's Spell and Trap Cards. During your opponent's turn, FIRE monsters are unaffected by your opponent's Monster Cards.|

Quite simply, FIRE needed a boss monster or some sort of win condition, and this is pretty close to it. It's still vulnerable to a lot of destruction and has no defence from attacks, so it doesn't seem particularity OP'd which it might at first, having only 2600 ATK for a boss monster, but it still fits the bill.

 

|Into the Landmines|09|CCG1|Spell Card|Spell||Quick-Play|||Activate only when a FIRE monster is destroyed by an opponent's card effect, inflict damage to your opponent equal to the original ATK of the destroyed monster.|

 

This goes with FIRE's burn aspect and is a helpful counter to traps on your turn, since Quickplays can be chained from your hand.

 

 

 

|Torrent Master|xx|CCG1|Sea Serpent/Synchro/Effect|WATER|8||2500|1400|1 Tuner monster + 1 or more non-tuner monsters. FLIP: Destroy all monsters your opponent controls|

Me and Cal decided that it'd be interesting to start Sea Serpents off with a FLIP theme, it seemed characteristic of their lurking in the deep and I wanted to experiment with the idea of a FLIP Synchro, you'll have to find your own way to flip it down.

 

 

|Retreat to Deep|xx|CCG1|Trap Card|Trap|||||Flip a Sea Serpent-Type monster you control face-down, draw 1 card. You can then flip 1 monster on the field face-down.|

It's completely reasonable tech for any type, a Book of Moon on any monster and a draw off the back, but this one also has the cost of flipping a Sea Serpent f/d, which should later help with the idea of a FLIP type.

 

|Last of the Pride|xx|CCG1|Trap Card|Trap||Continuos|||When a monster is destroyed as a result of battle, both players send all cards with the same name as the destroyed mosnter from their Deck to the Graveard.|

This hurts generic searchers, since it activates before they're sent to the Graveyard and hacks the neck off of the loop which also working well with specific other cards which should give interested play opportunities.

 

|Large Mouth Bass|xx|CCG1|Fish/Effect|WATER|5||2000|1000|When this card is destroyed and sent to the Graveyard, Special Summon Level 3 or lower Fish-type monsters from your Deck whose total level equals 4.|

As we saw Sea Serpents as making good FLIP, we saw Fish as an interesting Swarm Archtype. This card is specifically made to work with the three below but also works with Sea-Bound Lemmings, a very fun card.

 

|Doom-Cyber Tuna|xx|CCG1|Fish/Tuner/Effect|WATER|1||100|100|When this card is used as Synchro Material for a Synchro Summon, return it to your Deck.|

Tuna always seem to be in endless numbers, and as long as you have something to Synch him with so will this guy.

Oh right, and the obvious Tuna = Tuner pun, we need that, it really improves the gameplay.

 

|Stunning Ray|xx|CCG1|Fish/Effect|WATER|3|500|2000|A monster which battles with this monster cannot be tributed or used as Synchro-material while it is face-up on the field and its effect is negated.|

Note that this won't actually stop the card from attacking, just doing anything OTHER than attacking. If you get lucky, they'll attack this f/d and then be forced to attack it again with something stronger.

 

|Frozen Kracken|xx|CCG1|Aqua/Synchro/Effect|WATER|4|2100|1900|1 Tuner + 1 or more WATER non-tuner monsters. Once per turn, flip 1 monster on the field face-down. That monster cannot be Flip Summoned until your next Standby Phase.|

A fairly splashable Level 4 Synchro, helps FLIP effects and is easy to get by using the above 3 cards. This could make some very fun plays.

 

|Tactics HQ|xx|CCG1|Spell Card|Spell||Field|||Level 5 or higher Union monsters can be Normal Summoned without tributes. When a Union monster is Normal Summoned, it cannot be destroyed until your next Standby Phase. You can Special Summon 1 Union monster equipped to a monster you control. This effect can be activated once during each player's turn.|

A field spell which gives Unions what they need, a turn to survive and get an equip target, the ability to suddenly jump off and act on the same turn they equipped to do something or not suffer from the equipped card being destroyed. On top of that, it gives any future high-level Union monsters a very quick summoning option.

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um, girffin, your post is, oh how do i say...well, the nit ater each card is a bit unnecessary. also, i don't think posting the 'why i think these would help the yccg card game' part would help any. and by the way. how do you do yvd format again? i just ask because i was thinking it would make my post more effecient so...yeah....

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um' date=' girffin, your post is, oh how do i say...well, the nit ater each card is a bit unnecessary. also, i don't think posting the 'why i think these would help the yccg card game' part would help any. and by the way. how do you do yvd format again? i just ask because i was thinking it would make my post more effecient so...yeah....

[/quote']

 

First, I do think the comments on why I created it are needed. Most of those cards could have not been tied to the attribute they were designed for and still have been better in a Deck based around that attribute than any other. Just making a card which will make DARK more powerful isn't really much of a challenge or takes much thought.

More importantly, however, it won't make a fun game just doing that. Unless it's actually considered how the card will impact the game and change possible playstyles, then we might as well just put in random cards and hope that they affect it better than others would. Considering the knock-on effects of each card or card combination and how they will change the face of your format is the biggest part in serious card design.

 

And if you want to post it in YVD format, I just got the cards from the game and edited them to fit the new ones =p

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Comments are welcome..

Some of your cards, Griffin, are broken...

Anyway there is 1 card that its impossible to activate so i will comment only that one .

|Fresh Dawn|09|CCG1|Trap Card|Trap||Continuous|||You can discard 2 FIRE monsters to add this card from your Deck to your hand. When a FIRE monster is destroyed, you can draw 1 card.|

 

You can discard 2 FIRE monsters to add this card from your Deck to your hand. -> this is not possible, cards in deck cannot be activated like that... Change deck to graveyard.. But second effect is broken anyway ^_^

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Comments are welcome..

Some of your cards' date=' Griffin, are broken...

Anyway there is 1 card that its impossible to activate so i will comment only that one .

|Fresh Dawn|09|CCG1|Trap Card|Trap||Continuous|||You can discard 2 FIRE monsters to add this card from your Deck to your hand. When a FIRE monster is destroyed, you can draw 1 card.|

 

You can discard 2 FIRE monsters to add this card from your Deck to your hand. -> this is not possible, cards in deck cannot be activated like that... Change deck to graveyard.. But second effect is broken anyway ^_^

[/quote']

 

Yeah... I didn't like that one....

Removing it from the post, I'll try and make cards when it isn't 2AM next time =s

Which other ones are broken? The strong fire monster could be, I guess, but it doesn't seem too bad.

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since we're talking about some problems, 40cal there are some things wrong with your cards:

 

|Genetically Enhanced Homunculus|xx|CCG2|Aqua/Tuner/Effect|Water|4||1600|1600|Once per turn, you can change the Attribute or Type of 1 monster on the field.|

 

This card = Polymorpher. I dont want any cards in this game to become completly obsolete because a new, better card with the same effect was made. And this one:

 

|Ancient Phoenix of Heliopolis|xx|CCG2|Winged Beast/Ritual/Effect|Fire|8||2400|1600|This card cannot be Special Summoned except by Ritual Summon. If this card is destroyed by a card effect, Special Summon this card during your next Standby Phase. If you Special Summon this card successfully in this way activate one of the following effects: • Destroy 1 face down card on the field. • Destroy 1 face up card on the field.|

 

Well, this one is debatable, but we already have a Phoenix of Nephthys-based Ritual monster with practically the same effect, ATK, Level, ect.

 

Unless it's actually considered how the card will impact the game and change possible playstyles' date=' then we might as well just put in random cards and hope that they affect it better than others would.

[/quote']

 

Agreed 100%. This is what should make the Types/Attributes different from each other. We've kind of established that Undead (Zombie) types focus on playing from the graveyard, and FIRE is Burn, WATER is Control, etc. It takes skill to create cards that strengthen a playing style, not just a random Type/Attribute. After all, the TCG was unbalanced when it came to playing styles (Healing was weak, RFG was powerful, etc.)

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uh. i know that i am going to end up opening the pandora's box by asking this, but since we are on the subject, do any of you guys see anything wrong with the cards that i posted, aside from maybe something to do with the pic, since apparently to 40cal the pictures aren't really even all that important anyway. <.<

and just so you know, my cards that i am making are supposed to play off of eachother to a certain extent. for example, desert warrior zero and dark lord zero. that's why a lot of my cards are going to be in the theme based section.

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uh. i know that i am going to end up opening the pandora's box by asking this' date=' but since we are on the subject, do any of you guys see anything wrong with the cards that i posted

[/quote']

 

RRRRRAAAAAWWWWWWRRRRR DONT ASK THATTTTTTT!!!!!!!!!!!!!!!!!

 

J/k :)

 

But seriously, here are my opinions:

 

Name: Ragnarok

Card Type: Continuous Spell

Set: MegaMan Zero Hunter-Series 021

Effect: During your opponent's turn, you can destroy 1 Spell or Trap card on your opponent's field. When this card is destroyed, you can pay 500 Life Points add 1 "Fall of Ragnarok" Spell card from your Deck or Graveyard to your hand.

 

Continuous Spell/trap removal with no drawback. IMO, this would be overpowered. And I think there's a ruling that if its during your opponent's turn, it should be a continuous Trap card, but i'm not sure. Also, since this card mentions another one of your cards (Fall of Ragnarok), it should be a seperate theme in case not all of the Ragnarok cards are voted in.

 

Name: Fall of Ragnarok

Card Type: Continuous Spell

Set: MegaMan Zero Hunter-Series 022

Effect: During your opponent's turn, you can pay 500 Life Points to destroy 1 monster on your opponent's field. When "Fall of Ragnarok" is destroyed, you can pay 1000 Life Points to add 1 "Ragnarok Resurrection" Spell card from your Deck or Graveyard to your hand.

 

Same as above. Your opponent would literally have to Summon at least 2 monsters per turn to keep their defenses up.

 

Name: Ragnarok Ressurection

Card Type: Field Spell

Set: MegaMan Zero Hunter-Series 023

Effect: This card cannot be sent to the Graveyard by the effects of Spell or Trap cards. When "Ragnarok Resurrection" is on the field, you can add 1 card from your Graveyard to your hand during your Draw Phase. When this card is sent to the Graveyard or removed from play, add all cards that are removed from play back to each player's respective Decks. Shuffle your Deck.

The Spell/Trap immunity makes it incredibly hard to destroy (We have few Monsters that can clear S/T zones) And getting a card from your graveyard every turn would allow you to use a limited card, like, infinite times. The last part is OK.

 

Name: Conversion of Light

Card Type: Ritual Spell

Set: MegaMan Zero Hunter-Series

Effect: During your Main Phase, you can send any number of ritual and fusion monsters on your side of the field to the Graveyard to Special Summon the same number of synchro monsters from your Deck or hand ignoring its Summoning Conditions.

 

It wouldn't be a Ritual Spell since it doesn't summon Ritual Monsters. The way its worded, i think it would be a Continuous Spell. Just make sure to add "Once Per Turn" so we don't have an infinite loop with this card + Conversion of Darkness. And same changes to that card too. But I REALLY like this card. Definately will be voting for it.

 

Name: Rising Phoenix Falzar

Type: Warrior-Beast

Can't have more than 1 basic type.

 

--- End Review ----

 

Well I've really dished out my share of critisicm today. Does anyone have anything to say about my cards?

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yeah, i need to make Rising Phoenix Falzar a Beast-Warrior since having at an inverted spectrum like that (even if only by accident) does kind of make it opped. but thanks for letting me know.

and yes, conversion of light is awesome! and conversion of darkness as well. i was just thinking ritual due to the fact that it could be made overpowered if it was continuous. but otherwise, your idea shows merit. i will definitely take it under consideration.

and now for another version of the pandora's box.

uum...comment on my cards pics! XD

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