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Deck Master Gameplay =Community Project=


Icy

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It doesnt state how it's brought to the field...

But in your first post' date=' you stated that you could simply "Bring a Deck Master into play, and it would be treated as a token"

 

[/quote']

 

No I didn't o_O... I stated that if it were to be brought into play. It doesn't say at all, how that is possible.

 

OH! NOW I get it.

Its not that the effect is worded crazily, its that the effect doesnt state that you brought said deck master into play.

 

Effectivly I just double-checked with what you had on the first page, and realized that I needed to give it an effect that brings it into play.

 

Fixed version:

 

Volcanic Rook

Deck Master

0ATK / 0DEF l Level 1

During your turn, you can bring this card into play.

- If a FIRE-Attribute monster is Summoned, you can send 1 FIRE Attribute monster from your deck to your Graveyard.

- While this card is in play, you can Remove this card from play and Special Summon 1 "Volcanic Doomfire" from your hand, deck, or Graveyard, regardless of Summoning Conditions. The monster that was Special Summoned by this effect takes the place of this card.

 

I added 1 line of text that fixes the 2nd effect, and NOW it makes more sence.

 

:3

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Guest JoshIcy

Frex... I do not want all existing cards to become Deck Masters, it would overcomplicate things.

 

@Armz: Can you get a couple of your TCG friends to check that before I add it?

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@Armz: Can you get a couple of your TCG friends to check that before I add it?

Like how, balance-issues? OCG?

 

......And I was assuming "Bring into play" was the term you would use if a Deck Master was brought into play

*was trying to translate what you had on the first page, but worded it into an effect >___>*

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Guest JoshIcy

@Armz: Can you get a couple of your TCG friends to check that before I add it?

Like how' date=' balance-issues? OCG?

 

......And I was assuming "Bring into play" was the term you would use if a Deck Master was brought into play

*was trying to translate what you had on the first page, but worded it into an effect >___>*

[/quote']

 

Its fine... I know what you mean, don't worry about OCG. It's the Balance Issues.

And I know you're a TCGer yourself, but a second opinion or 2 never hurt right?

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I love this concept.

 

Here's a few cards I made in a few minutes... I'd personally love it if this idea started to make some archtypes more playable.

 

[spoiler= Cards]

 

Ryuichi - Law of the Dragon-Blessed

Deck Master

1100/2000 | Level 4

-Once per turn, you may negate the activation of an opponent's Spell Card by sending 1 face-up Dragon-Type monster from your side of the field to the Graveyard.

 

Fusionist Prime

Deck Master

900/700 | Level 3

-You may Fusion Summon Fusion Monsters without using "Polymerization" by discarding 1 card from your hand.

 

Shapesnatch Prime

Deck Master

1200/1700 | Level 5

-You may tribute monsters face-up on your opponent's side of the field for the Tribute Summon of a level 5 or higher monster from your hand. You may not attack during a turn you activate this effect.

 

Raiden of Storms

Deck Master

3750/3400 | Level 11

-Once per turn, you may reduce the ATK and DEF of a monster targeted in battle by 'Sanga of Thunder', 'Kazejin' or 'Suijin' to 0 during damage calculation. You may tribute a face-up 'Sanga of Thunder', 'Kazejin' or 'Suijin' to activate the appropriate effect:

*Sanga of Thunder: Destroy all monsters on the opponent's side of the field.

*Kazejin: Negate the activation and effect, or the Special Summoning from the Graveyard or hand, of 1 card on the field and send it to the Graveyard.

*Suijin: Destroy all Spell/Trap cards on the opponent's side of the field.

 

The Grand Mothtree - Metagenesis

Deck Master

0/2000 | Level 3

-Once per turn, you may activate one of the following effects. Ignore the Summoning Conditions of monsters Special Summoned by this effect:

*Special Summon 1 "Petit Moth" from your hand or Deck to the field. You may not Normal Summon during a turn you activate this effect.

*Tribute 1 "Petit Moth" face-up on your side of the field to Special Summon 1 "Larvae Moth" from your hand or Deck to the field.

*Tribute 1 "Larvae Moth" face-up on your side of the field to Special Summon 1 "Great Moth" from your hand or Deck to the field.

*Tribute 1 "Great Moth" face-up on your side of the field to Special Summon 1 "Perfectly Ultimate Great Moth" from your hand or Deck to the field.

*Select 1 "Perfectly Ultimate Great Moth" face-up on your side of the field to destroy all face-up cards on the opponent's side of the field.

 

 

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VWXYZ Dragon Catapult Cannon

DECK MASTER

10/3300/3000

Once per turn' date=' you can remove from play in your Graveyard a LIGHT Machine-type monster to Special Summon 1 "V-Tiger Jet", "W-Wing Catapult", "X-Head Cannon", "Y-Dragon Head", or "Z-Metal Tank" from your hand or Deck. If a LIGHT Machine-type monster is destroyed by battle, add a LIGHT Union monster from your Deck to your hand.

 

[b']Too much advantage. No.[/b]

 

Flying Saucer Muusik'i

DECK MASTER

5/1000/2000

If an "Alien" monster is destroyed, you can add a Spell or Trap Card with "Alien" in its card text from your Deck to your hand. Each time a monster is Summoned to your opponent's side of the field, put an A-Counter on the Summoned monster. Once per turn, during either player's turn, you can return an "Alien" monster to your hand and Special Summon another "Alien" monster with the same Level.

 

Again, too much advantage with the first effect.

 

The Master's Vessel

Quick-Play Spell

Discard 2 cards. Select and activate one of the following effects:

~Special Summon a Deck Master you control.

~Return a Deck Master you control to its original location.

 

A -3 for a beatstick? I don't see this being abused much. Although you might want to make it send the cards' date=' just in case.[/b']

 

Name: Ally of Justice Luminous Coat

Deck Master

2100/1500 | Level 5

- The Attribute of all monsters on your opponent's field and hand is also treated as LIGHT. Once per turn' date=' your opponent must flip 1 face-down card he/she controls face-up and then return it to its original position.

 

[b']Feels like it should have a cost. That first effect seems too easy, since the AoJ's effects are so devastating with something like that active and it's un-stoppable in DM form.

 

Koa'ki Meiru Assembler

Deck Master

2700/2300 | Level 7

Effect: Once per turn, you can add 1 "Iron Core of Koa'ki Meiru" from your Graveyard to your hand or send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard to Special Summon 1 "Koa'ki Meiru" monster from your Deck.

 

First effect feels too +1y.

 

Pot of Curiosity

Deck Master

0/0 | EARTH

- Once per turn' date=' you can pick up the top card of your Deck. If it's a monster card, add it to your hand. If it's not, send it to the bottom of your Deck.

[/quote']

 

Too much of a splashable +1.


Volcanic Rook

Deck Master

0ATK / 0DEF l Level 1

During your turn' date=' you can bring this card into play.

- If a FIRE-Attribute monster is Summoned, you can send 1 FIRE Attribute monster from your deck to your Graveyard.

- While this card is in play, you can Remove this card from play and Special Summon 1 "Volcanic Doomfire" from your hand, deck, or Graveyard, regardless of Summoning Conditions. The monster that was Special Summoned by this effect takes the place of this card.

[/quote']

 

I don't see the second effect being used. First is nice. Good DM.

 

Ryuichi - Law of the Dragon-Blessed

Deck Master

1100/2000 | Level 4

-Once per turn' date=' you may negate the activation of an opponent's Spell Card by sending 1 face-up Dragon-Type monster from your side of the field to the Graveyard.

 

[b']Might be too much... but I guess this is pretty decent[/b]

 

Fusionist Prime

Deck Master

900/700 | Level 3

-You may Fusion Summon Fusion Monsters without using "Polymerization" by discarding 1 card from your hand.

 

I like.

 

Shapesnatch Prime

Deck Master

1200/1700 | Level 5

-You may tribute monsters face-up on your opponent's side of the field for the Tribute Summon of a level 5 or higher monster from your hand. You may not attack during a turn you activate this effect.

 

The most OP'd thing I've seen in a while. NO.

 

Raiden of Storms

Deck Master

3750/3400 | Level 11

-Once per turn, you may reduce the ATK and DEF of a monster targeted in battle by 'Sanga of Thunder', 'Kazejin' or 'Suijin' to 0 during damage calculation. You may tribute a face-up 'Sanga of Thunder', 'Kazejin' or 'Suijin' to activate the appropriate effect:

*Sanga of Thunder: Destroy all monsters on the opponent's side of the field.

*Kazejin: Negate the activation and effect, or the Special Summoning from the Graveyard or hand, of 1 card on the field and send it to the Graveyard.

*Suijin: Destroy all Spell/Trap cards on the opponent's side of the field.

 

I'm not sure how easy to Summon those are, since I've never tried... but I guess that's probably reasonable.

 

The Grand Mothtree - Metagenesis

Deck Master

0/2000 | Level 3

-Once per turn, you may activate one of the following effects. Ignore the Summoning Conditions of monsters Special Summoned by this effect:

*Special Summon 1 "Petit Moth" from your hand or Deck to the field. You may not Normal Summon during a turn you activate this effect.

*Tribute 1 "Petit Moth" face-up on your side of the field to Special Summon 1 "Larvae Moth" from your hand or Deck to the field.

*Tribute 1 "Larvae Moth" face-up on your side of the field to Special Summon 1 "Great Moth" from your hand or Deck to the field.

*Tribute 1 "Great Moth" face-up on your side of the field to Special Summon 1 "Perfectly Ultimate Great Moth" from your hand or Deck to the field.

*Select 1 "Perfectly Ultimate Great Moth" face-up on your side of the field to destroy all face-up cards on the opponent's side of the field.

Pro.

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Hm. Would Shapesnatch be more acceptable were it changed to only being able to summon level 5+ Normal monsters? Cutting its splashability and stopping it from interacting with Monarchs would turn it from definitively broken in a chunk of decks to simply being very useful in specialized decks that actual run level 5+ 'nillas. It can't be used for an OTK, so I see it as fine in that regard.

 

I'll probably come up with another set with a bit more thought put in a little later... The previous ones were just the ideas that popped into my mind at the heat of the moment.

 

Plus, we so need Bolt Escargot Prime.

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Hm. Would Shapesnatch be more acceptable were it changed to only being able to summon level 5+ Normal monsters? Cutting its splashability and stopping it from interacting with Monarchs would turn it from definitively broken in a chunk of decks to simply being very useful in specialized decks that actual run level 5+ 'nillas. It can't be used for an OTK' date=' so I see it as fine in that regard.

 

I'll probably come up with another set with a bit more thought put in a little later... The previous ones were just the ideas that popped into my mind at the heat of the moment.

 

Plus, we so need Bolt Escargot Prime.

[/quote']

 

It now turns all level 5/6 normal monsters into "You can Summon this [probably around 2400 ATK] monster by tributing an opponent's monster." Far OP'd, still. You seem to not consider the ramifications of having a card which is just about impossible to stop and 100% consistent.

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VWXYZ Dragon Catapult Cannon

DECK MASTER

10/3300/3000

Once per turn' date=' you can remove from play in your Graveyard a LIGHT Machine-type monster to Special Summon 1 "V-Tiger Jet", "W-Wing Catapult", "X-Head Cannon", "Y-Dragon Head", or "Z-Metal Tank" from your hand or Deck. [s']If a LIGHT Machine-type monster is destroyed by battle, add a LIGHT Union monster from your Deck to your hand.[/s]

 

Flying Saucer Muusik'i

DECK MASTER

5/1000/2000

If an "Alien" monster is destroyed, you can add a Spell or Trap Card with "Alien" in its card text from your Deck to your hand. Each time a monster is Summoned to your opponent's side of the field, put an A-Counter on the Summoned monster. Once per turn, during either player's turn, you can return an "Alien" monster to your hand and Special Summon another "Alien" monster with the same Level.

 

More acceptable?

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Guest PikaPerson01

Meh, it just bugs me that burn decks are so horribly harmed with the whole "zero life points" rule.

 

As for other things:

 

"A Deck Master cannot be brought to the field, except by it's own effect."

Rule is contradicted by the card: "The Master's Vessel"

 

@Armz: Volcanic Rook is denied. Since removing it from play would destroy it.

Contradicts the rule: "If a Deck Master is removed from the field, by an effect other than it's own it is treated as though it were destroyed." Since it's effect is removing it from the field, so it wouldn't be destroyed.

 

On-topic:

 

Name: Crystal Caller (Gem Guider in OCG)

Type: Deck Master

Level: 4

ATK/DEF: 1800/1000

Effect: Once per turn, you can place 1 "Crystal Beast" monster you control to your Spell & Trap Card Zone; it is treated as a Continuous Spell Card, to special summon one "Crystal Beast" monster from your Spell & Trap Card Zone.

 

Name: Drows Sword

Type: Equip Spell

Effect: Increase the attack and defense of all monsters that are the same type or attribute as the equipped monster by 500 points. The equipped monster can not be destroyed by battle, and is now treated as a Deck Master

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Guest JoshIcy

Drows Sword seems like the drawback is rather insane lol...

And yeah, figured we'd run into bumps with the making of S/T cards for them that's why I don't want to make any myself yet.

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Guest PikaPerson01

Drows Sword seems like the drawback is rather insane lol...

 

That's the entire point of Deck Masters though, isn't it?

 

I actually had a bit of trouble figuring out what the exact increase for it would be... also, I hadn't really thought what would happen if you used more then one on a different monster (to have two deck masters, or possibly more on the field)

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Guest JoshIcy

Drows Sword seems like the drawback is rather insane lol...

 

That's the entire point of Deck Masters though' date=' isn't it?

 

I actually had a bit of trouble figuring out what the exact increase for it would be... also, I hadn't really thought what would happen if you used more then one on a different monster (to have two deck masters, or possibly more on the field)

[/quote']

 

This is what I think would happen...

Since the rule states you can only Declare 1 (have 1 Deck Master), you would still have the effect of the Original Deck Master. But, since you can only 1; when one of those monsters were to be removed from the field/destroyed you would lose the duel anyway since your "One Deck Master" was destroyed.

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It now turns all level 5/6 normal monsters into "You can Summon this [probably around 2400 ATK] monster by tributing an opponent's monster." Far OP'd' date=' still. You seem to not consider the ramifications of having a card which is just about impossible to stop and 100% consistent.

[/quote']

 

To be fair, considering Deck Master effects are always in play and cannot be negated by anything currently in the game (what's the ruling on that anyway? Are they considered Monster Effects, or...), you could very well argue that ALL (or at least the vast majority of them), are impossible to stop and have almost perfect consistency, balance besides.

 

I relent that Shapesnatch Prime wasn't thought out properly enough. I still believe the idea has merit though, and will try to see if I can't manage to balance it for the next few I post.

 

[spoiler= Three cards for the road.]

 

Riot against the Master

Normal Spell

Discard 1 card from your hand to negate the effects of all Deck Masters until your opponent's next Standby Phase.

 

Weakest Link in the Chain of Command

Counter Trap

Negate the activation of an opponent's Deck Master Effect. The effect may not be activated until your opponent's End Phase. Your opponent draws 2 cards.

 

Political Gridlock

Continuous Trap

During either player's Draw Phase, they may forfeit their draw for that turn to negate the effect of their opponent's Deck Master until their End Phase.

 

 

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Guest PikaPerson01
Riot against the Master

Normal Spell

Discard 1 card from your hand to negate the effects of all Deck Masters until your opponent's next Standby Phase.

 

Weakest Link in the Chain of Command

Counter Trap

Negate the activation of an opponent's Deck Master Effect. The effect may not be activated until your opponent's End Phase. Your opponent draws 2 cards.

 

Political Gridlock

Continuous Trap

During either player's Draw Phase, they may forfeit their draw for that turn to negate the effect of their opponent's Deck Master until their End Phase.

 

Pretty much none of these are playables.

 

Firstly, for the cost they give their effects are viciously underwhelming. Discarding a card, giving your opponent 2 cards, forfitting your draw phase, all just to block an effect for one turn.

 

Secondly, the cards they themselves are negating are viciously underpowered, thus it's not much of a guarantee that your opponent would choose to use a Deck Master. It's like you created Really Eternal Rest 3 times.

 

Lastly, there's no reason to main them, since your opponent isn't obliged to play with the Deck Master rule. If it's a match, your opponent can choose not to use a Deck Master for the second round if he or she feels you may have sided one of the above.

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@Armz: Can you get a couple of your TCG friends to check that before I add it?

Like how' date=' balance-issues? OCG?

 

......And I was assuming "Bring into play" was the term you would use if a Deck Master was brought into play

*was trying to translate what you had on the first page, but worded it into an effect >___>*

[/quote']

 

Its fine... I know what you mean, don't worry about OCG. It's the Balance Issues.

And I know you're a TCGer yourself, but a second opinion or 2 never hurt right?

 

Volcanic Rook was mostly designed to give Volcanics some speed.

Seeing as how Volcanics tend to revolve around sending cards from your hand/deck to the Graveyard.

Effectivly you have a choice:

-Speed the deck up

-Lose that speed for a 3000ATK monster that could end up getting Bottomless Trap Hole'D -> you lose

 

@Armz: Volcanic Rook is denied. Since removing it from play would destroy it.

Contradicts the rule: "If a Deck Master is removed from the field' date=' by an effect other than it's own it is treated as though it were destroyed." Since it's effect is removing it from the field, so it wouldn't be destroyed.[/quote']

We already discussed that.

 

It origionaly said "If a deck master is removed from the field, you lose"

I asked Icy to update that, so incase other effects like that happen, we wont have to argue over them.

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Pretty much none of these are playables.

 

Firstly' date=' for the cost they give their effects are viciously underwhelming. Discarding a card, giving your opponent 2 cards, forfitting your draw phase, all just to block an effect for one turn.

 

Secondly, the cards they themselves are negating are viciously underpowered, thus it's not much of a guarantee that your opponent would choose to use a Deck Master. It's like you created Really Eternal Rest 3 times.

 

Lastly, there's no reason to main them, since your opponent isn't obliged to play with the Deck Master rule. If it's a match, your opponent can choose not to use a Deck Master for the second round if he or she feels you may have sided one of the above.

[/quote']

 

They're preemptive.

 

The effects have no way of being negated as it stands, unless for some bizarre reason they're considered to be monster effects. Keep in mind the fact the Deck Master cards are still being made- With a concept like this, I can't see it staying at "support" and not running into "key strategy" territory with haste. When your opponent has, at their disposal, a card effect they can activate every turn without you being able to negate, destroy or in any way prevent it except in very certain circumstances, you're going to want something to stand against them at some point or another.

 

Once again, Deck Masters = Underpowered won't last that way for long, I'm afraid. Deck Masters are a -1 at worst, and a +0 at best, depending on how you look at it (They don't occupy a space in the hand or Deck, therefor saving a spot while still applying their effects. However, they require you to take one less draw, obviously). A rather mild investment, from my point of view, for something that consistent and indestructible.

 

As for the Match thing... I'm obviously not the one to talk here, but I somehow doubt it would be legal to agree to play by a rule in one game, yet not in another. If it was a Match, I'm quite sure that you'd be required to play all three duels according to the rules you specified at the beginning.

 

In any case, Underpowered is a better place to start than Overpowered with a mechanic such like this. I don't want to undermine the Deck Master system by castrating them immediately with negation cards with nearly no cost, but nor do I want them to run unchecked by some way to stop them, even if it is costly. If it turns out that they need to be buffed in order to stand up to the looming threat, than so be it. If it turns out Deckmasters remain rather inconsequential and they're unplayable, well, no harm no foul. Better to not affect the Metagame rather than destroy it.

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Guest PikaPerson01

Hmm, as far as the whole "pre-emptive" thing goes, that's a very Konami-alistic stance in card creation. Create a broken card, then create a broken-er-ish card to negate it, when the thing is supposed to be to good card design to keep broken cards out.

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Guest JoshIcy

Hmm' date=' as far as the whole "pre-emptive" thing goes, that's a very Konami-alistic stance in card creation. Create a broken card, then create a broken-er-ish card to negate it, when the thing is supposed to be to good card design to keep broken cards out.

[/quote']

 

I was going for Underpowered first *whistles* so if we wanted we could playtest and work out where it worked, from the ground up.

 

As for why I haven't been checking this thread, personal problems have kept me bleeeeeh.

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Guest JoshIcy

Just had an idea for one card...

 

Shattered Mimic

| Deck Master |

| 0/0 | Level 2 |

- Monsters in your deck that are treated as another monster, are treated as that monster as part of their effect instead.

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