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New Game Mechanic - Leader Cards


Locke Leed

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Hi, I'm new around here. I'm trying to create a new game mechanic that coincides with normal game play; leader cards that leads your monster army. Take a look at my first card and give me some constructive feedback.


[img]http://img205.imageshack.us/img205/2046/537096.jpg[/img]



Effect: While Zanatos is in Attack Position, all DARK monsters you control gain 300 ATK, 300 DEF, and return to the bottom of your deck if they leave play. While Zanatos is in Defense position, you may not activate [s]magic[/s] spell or trap cards.

[Rules of Leader cards][list]
[*]Leader cards come into play after the coin toss but before you draw your opening hand (this prevents giving away deck strategy)
[*]Leader cards cannot be the target of attacks if there are monsters in the monster zone
[*]Any time the leader is expected to leave play (received fatal damage, returned to hand, removed from game, sent to the graveyard) it is instead flipped over and all effects are "muted" (just like a real effect monster).
[*]At the start of your turn, if your leader was face down, you may flip it face up.
[*]Like monster cards, you can only change the position of a leader once per turn.
[*]Some Leaders will have deck construction conditions that MUST be met in order to use that Leader.
[*]Activated Leader effects have the same spell speed as instant magic cards (helps resolve chain issues).
[*]Any Leader triggered effects go on the chain via pre-priority process and therefore cannot be negated by trap cards.
[/list]
I'm open to suggestions to see how else you would like this new mechanic to be handled. Before anyone tries to mention any graveyard loops, a card like "Dark Tomato" targets a card in the deck at the time it is sent to the graveyard; therefore it could not search for itself but it could search for another copy. But a carefully timed trap card like bottomless trap hole could stop it from being resummoned.

Forgot to mention. Flipping it face up is NOT the same as flip summoning.

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You're missing the point of the card. I don't think you read what I had to type. This is an entirely new card type/mechanic. The level is merely to show that it is a superior card; also, the 0 attack makes it so you are forced to use this card as a field spell card. This is just a prototype though...

When you see my future "leader" cards, picture a sixth monster zone that this card starts the game with and NEVER leaves that zone.

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you should make it type/leader INSTEAD of leader/effect

make leader a subtype which i think thats what you intented for

you just copying the concept form the show and and duelist of roses

but still a concept to consider adding to the game lol

[Spoiler=here is my example of what a "learder monster(s)" should look like]
[Spoiler=you sure you wanna see my example ???]
[Center][IMG]http://i41.tinypic.com/161ibfl.jpg[/IMG][/Center]
[Center]During every Battle Phase all Rock-type Monsters you contorl gain ATK equal to their's DEF until the End Phase. This card gains 300 Def for every card with "Choatic Terra" in its lore. Once Per Turn you select 1 face up card on your Opponent controls that selected card's lore gain "Choatic Terra"[/Center]
[/Spoiler]
[/Spoiler]

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Pretty good Leader. The thing about my idea is I want people to understand that everything the leader does will have a draw back. Nothing is perfect (and if it was, it was banned) All my Leader cards so far have a draw back to using their over-powered abilities. In this thread, you see that Zanatos has 0 attack. That means that any attack dealt to him would be equivelant to a normal direct attack to the hero. But to stop that, if we put Zanatos in defense position, he nerfs our spell/trap! So leaders act as a middle person between you and the monsters; but they are meant to change the way the ENTIRE game is played.

Also, I used the template on this page to make the card. I don't know how to make it have an archetype AND call it leader using this editor. I'd love to try a different editor though; what's good?

Lastly, I am actually re-inventing Yu-Gi-Oh with this mechanic. Imagine everyone using "leader" cards to represent their deck. 60 cards. 6 monster zones (and 1 for the leader). 7 spell/trap zones. 7 card hand limit. Draw 2 on upkeep. 4 duplicates allowed. Instantly draw a new card when you play one. And completely separate ban lists. This is only part of what I have in store. It will give the game a new feel and it will make combo-decks that break the game less important.

I still need feedback though. Lots could go wrong. I haven't played the real game since the D.Hero cards were made. I don't even know what Synchro is! But I'm sure the things that sucked about the YuGiOh GX and standard formats are still the suck in this generation so these fixes will probably be welcome... I'm just trying to make this game take longer and need more strategy; no more OTK or infinite combos... Whacha think?

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This looks like something taken directly from those online CCG's like Tyrant and such.

I don't think it fits Yu-Gi-Oh! at all - as previously mentioned (In your other thread), you should just make a new TCG rather than this. Your monsters aren't an "army", they're familiars you summon to defeat the other player.

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