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It's that Time of Year Again - Your Opinions on Card Making


Icy

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Balance~Gives a card its usefulness and the power for fair play, enhances the overall make of the card and it is what mostly justifies its "good" qualities. Balance greatly exhibits the creator's full imagination and determines the maker's respect! -Balance...I think...Is the most important!

 

I've noticed how the only thing I get that is bad about my cards is the grammar, OCG, etc. This has pushed me to become sooo dependent on this variable hence making me skip over the other critical aspects of my cards. Lately, I've noticed what I've been doing and have only just now done the OCG at the end. -Grammar is obviously not the most important thing to worry about, but still whenever I see errors I have the urge to fix it for somebody.

 

Pictures~ The picture is a very important aspect of a card. Just seeing a bad pic makes me want to toss the card to the side and move on, this really is something more people need to look at. I'm saying this mostly to all those who MAKE cards, but don't spend some time to look around and compare their own with others, this makes some card's pictures repetitive and boring.

 

I also hope for more people to pay attention to the Serial Numbers and the identification #, i get tired of seeing letters in the serial number (the # in the bottom left) and for the one just below the pic-I ask more people to figure out how to use it correctly.

 

Those are my Main views on how a cardmaker should make their card to the best way possible. Remembering these simple steps are important in order to make your cards to the best of your ability. ;)

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Guest JoshIcy

Originality and balance. I'll explain more in depth tomorrow' date=' with a full list of what it takes to be a great card maker.

[/quote']

 

In your opinion of course.

 

I'm aware that both of us have been around during MOST of the ups and downs of CC, but it remains that we do not know what makes a great cardmaker. Just what leads up to it. The LCM was filled with Card Makers with drastically different beliefs in Card Making for a reason... lol

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Guest JoshIcy

Originality and balance. I'll explain more in depth tomorrow' date=' with a full list of what it takes to be a great card maker.

[/quote']

 

In your opinion of course.

 

I'm aware that both of us have been around during MOST of the ups and downs of CC, but it remains that we do not know what makes a great cardmaker. Just what leads up to it. The LCM was filled with Card Makers with drastically different beliefs in Card Making for a reason... lol

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Guest JoshIcy

Originality and balance. I'll explain more in depth tomorrow' date=' with a full list of what it takes to be a great card maker.

[/quote']

 

In your opinion of course.

 

I'm aware that both of us have been around during MOST of the ups and downs of CC, but it remains that we do not know what makes a great cardmaker. Just what leads up to it. The LCM was filled with Card Makers with drastically different beliefs in Card Making for a reason... lol

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About the card grammer i dunno IMO it's good to have people start off with horrible Card Grammer, provided they can spell basic words like attack and Summoned. I dunno why but i think it would be good for people to start off bad and improve rather then start off perfectly only because they saw a thread that tells them how, then they'd have to constantly refer back to that thread, if they got constant critisicm then they could improve gradually and know the Grammer needed by heart, but i dunno just a thought.

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About the card grammer i dunno IMO it's good to have people start off with horrible Card Grammer, provided they can spell basic words like attack and Summoned. I dunno why but i think it would be good for people to start off bad and improve rather then start off perfectly only because they saw a thread that tells them how, then they'd have to constantly refer back to that thread, if they got constant critisicm then they could improve gradually and know the Grammer needed by heart, but i dunno just a thought.

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About the card grammer i dunno IMO it's good to have people start off with horrible Card Grammer, provided they can spell basic words like attack and Summoned. I dunno why but i think it would be good for people to start off bad and improve rather then start off perfectly only because they saw a thread that tells them how, then they'd have to constantly refer back to that thread, if they got constant critisicm then they could improve gradually and know the Grammer needed by heart, but i dunno just a thought.

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Originality and balance. I'll explain more in depth tomorrow' date=' with a full list of what it takes to be a great card maker.

[/quote']

 

In your opinion of course.

 

I'm aware that both of us have been around during MOST of the ups and downs of CC, but it remains that we do not know what makes a great cardmaker. Just what leads up to it. The LCM was filled with Card Makers with drastically different beliefs in Card Making for a reason... lol

Yes, I understand. I suppose I'll just say my story, of how I managed to rise up the ranks, lol

You are by far my best student, as well ;D

Good to see there are some legends still around ^_\\\

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Originality and balance. I'll explain more in depth tomorrow' date=' with a full list of what it takes to be a great card maker.

[/quote']

 

In your opinion of course.

 

I'm aware that both of us have been around during MOST of the ups and downs of CC, but it remains that we do not know what makes a great cardmaker. Just what leads up to it. The LCM was filled with Card Makers with drastically different beliefs in Card Making for a reason... lol

Yes, I understand. I suppose I'll just say my story, of how I managed to rise up the ranks, lol

You are by far my best student, as well ;D

Good to see there are some legends still around ^_\\\

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Originality and balance. I'll explain more in depth tomorrow' date=' with a full list of what it takes to be a great card maker.

[/quote']

 

In your opinion of course.

 

I'm aware that both of us have been around during MOST of the ups and downs of CC, but it remains that we do not know what makes a great cardmaker. Just what leads up to it. The LCM was filled with Card Makers with drastically different beliefs in Card Making for a reason... lol

Yes, I understand. I suppose I'll just say my story, of how I managed to rise up the ranks, lol

You are by far my best student, as well ;D

Good to see there are some legends still around ^_\\\

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Guest JoshIcy

I was Gphaku's/Essence's and Glasstin's Student. I made what... 3 cards with you? Granted all 3 were phenomenal, it's hardly a Mentor thing.

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Guest JoshIcy

I was Gphaku's/Essence's and Glasstin's Student. I made what... 3 cards with you? Granted all 3 were phenomenal, it's hardly a Mentor thing.

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Guest JoshIcy

I was Gphaku's/Essence's and Glasstin's Student. I made what... 3 cards with you? Granted all 3 were phenomenal, it's hardly a Mentor thing.

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Guest JoshIcy

Creativity: By far the most important aspect of a card. It covers everything about it. The Idea, the before and after concepts, the ways to balance it and how to word it. Everything. Without this, your card is effectively less than a tool. Even if your card is Generic by design, you had an idea to get there.

¹Flow: This is the part of your idea that prevents the card from being a cluttered mess of effects. When doing a longer effect, or are planning for it this is what makes or breaks your effect and tells you where to separate it for both Balance and Visual Appeal.

¹Flow

 

Balance: This dictates what your card does both word wise and TCG wise, rather than just the raw idea itself. It tells you how it will be used and where, and how it would theoretically affect the game should it be released. In most cases, a user should focus their balance on below Popular Decks (such as LS and Quickdraw.dek) so you can work upward not downward. Wording an effect to prevent any Ruling Conflicts also falls under this.

 

Visual Appeal: This is where everything else goes really. Including Card Grammar, which still doesnt take much focus. This is where you can expand on your idea further by changing certain concepts in YGO to fit the need (such as Azrael's Glyph Spells and various other concepts). There is no limit, but know your own.

 

And remember, just have fun. Unless you're part of a CG, this is about expressing your ideas; while tailoring them ever so slightly to others to gain a minute but broader appeal.

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Guest JoshIcy

Creativity: By far the most important aspect of a card. It covers everything about it. The Idea, the before and after concepts, the ways to balance it and how to word it. Everything. Without this, your card is effectively less than a tool. Even if your card is Generic by design, you had an idea to get there.

¹Flow: This is the part of your idea that prevents the card from being a cluttered mess of effects. When doing a longer effect, or are planning for it this is what makes or breaks your effect and tells you where to separate it for both Balance and Visual Appeal.

¹Flow

 

Balance: This dictates what your card does both word wise and TCG wise, rather than just the raw idea itself. It tells you how it will be used and where, and how it would theoretically affect the game should it be released. In most cases, a user should focus their balance on below Popular Decks (such as LS and Quickdraw.dek) so you can work upward not downward. Wording an effect to prevent any Ruling Conflicts also falls under this.

 

Visual Appeal: This is where everything else goes really. Including Card Grammar, which still doesnt take much focus. This is where you can expand on your idea further by changing certain concepts in YGO to fit the need (such as Azrael's Glyph Spells and various other concepts). There is no limit, but know your own.

 

And remember, just have fun. Unless you're part of a CG, this is about expressing your ideas; while tailoring them ever so slightly to others to gain a minute but broader appeal.

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Guest JoshIcy

Creativity: By far the most important aspect of a card. It covers everything about it. The Idea, the before and after concepts, the ways to balance it and how to word it. Everything. Without this, your card is effectively less than a tool. Even if your card is Generic by design, you had an idea to get there.

¹Flow: This is the part of your idea that prevents the card from being a cluttered mess of effects. When doing a longer effect, or are planning for it this is what makes or breaks your effect and tells you where to separate it for both Balance and Visual Appeal.

¹Flow

 

Balance: This dictates what your card does both word wise and TCG wise, rather than just the raw idea itself. It tells you how it will be used and where, and how it would theoretically affect the game should it be released. In most cases, a user should focus their balance on below Popular Decks (such as LS and Quickdraw.dek) so you can work upward not downward. Wording an effect to prevent any Ruling Conflicts also falls under this.

 

Visual Appeal: This is where everything else goes really. Including Card Grammar, which still doesnt take much focus. This is where you can expand on your idea further by changing certain concepts in YGO to fit the need (such as Azrael's Glyph Spells and various other concepts). There is no limit, but know your own.

 

And remember, just have fun. Unless you're part of a CG, this is about expressing your ideas; while tailoring them ever so slightly to others to gain a minute but broader appeal.

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