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Thanks Chance Furlong ^_^
The use of either a single Limited or 2 copies of a Semi-limited only, is a clever way to implement Limited and Semi-limited cards, that my original version had pushed aside =D


I should try to gather what other custom formats people have made and list them.
I'm sure there are some very interesting ones out there =0

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[quote name='Sleepy' timestamp='1349112672' post='6035683']
Thanks Chance Furlong ^_^
The use of either a single Limited or 2 copies of a Semi-limited only, is a clever way to implement Limited and Semi-limited cards, that my original version had pushed aside =D


I should try to gather what other custom formats people have made and list them.
I'm sure there are some very interesting ones out there =0
[/quote]

That is a good idea.

Correction: The tournament I'm hosting currently is somewhat implementing that rule. Outside of the tourny (my locals), we are only allowed 1 Limited, Both cards of 1 Semilimited, and 3 cards of 1 Unlimited, and infact here's my decklist XD

[img]http://i.imgur.com/17fEH.png[/img]

1 Bestiari
2 Earths
3 Shine Balls

I <3 my Gachi Powered Glad Beasts XD

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[quote name='STVB' timestamp='1349101856' post='6035617']
id say we also add a new type of card to the game, similar to MTG's planeswalkers
[/quote]

For the sake of a fic with a custom format, I had thought of something called "Player Cards".
They go in the Extra Deck, and provice a specific amount of Life when they appear.
Example:
+1000
+0
-800
Plus more moderate versions of Field Spell-like effects. Mainly changes in the rules.
Example:
Battle Damage from direct attacks to players is halved.
or an effect that turns ATK/DEF and battles into the MtG style of battles with Power and Toughness, and blocking.

Though I'm still unsure of wether to make the playmat bigger for their sake, or to play them in the Monster/S/T Zones, or the Field Spell Zone (though not very fond of this last one)

Initially played by doing one of these:
-Shuffle 1 card in your hand or your side of the field into the Deck.
-Return 1 card in your hand or your side of the field to the top/bottom of your Deck.
^although more diverse and complex methods should be used, I guess.

Lastly, because I have another monster mechanic in the Extra Deck for the sake of the un-done fic, I changed the Extra Deck to either:
-15 cards
-More than 15 cards, but max X number of cards of each mechanic (Fusions, Synhros, Xyz, Players, and the other one)
^players' choice. If the Extra Deck became 20+ in general, the desired 20+ Extra Decks with a single type would have less to think about.



......well, that's the unpolished idea =0

[quote name='Chance Furlong' timestamp='1349113391' post='6035690']
That is a good idea.

Correction: The tournament I'm hosting currently is somewhat implementing that rule. Outside of the tourny (my locals), we are only allowed 1 Limited, Both cards of 1 Semilimited, and 3 cards of 1 Unlimited, and infact here's my decklist XD

[img]http://i.imgur.com/17fEH.png[/img]

1 Bestiari
2 Earths
3 Shine Balls

I <3 my Gachi Powered Glad Beasts XD
[/quote]

Oh, that explains it xD
I got why monsters that needed 3 copies of them for Fusions and stuff were permitted at 3, but Shine Ball was an odd option. That's why.

and you got your locals to try it? =D
I'll give you a "like" as soon as they are refilled.

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[quote name='Sleepy' timestamp='1349041444' post='6035311']
Speaking of that.
Around how much is the average that a MtG game lasts?
I'd assume all competitive Decks have ways to increase mana very quickly? =0
[/quote]

Increasing mana is irrelevant. It works slightly differently to how you may think it does.

Current format is a Turn 5 format (you or your opponent will win within 5 of your own turns).
Next format, which starts later this week, is a little slower. Control has a better grasp on the format rather than aggro. Maybe 7 turns in a control match-up, 3-5 in an aggro.

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[quote name='Darklink401' timestamp='1348974338' post='6034933']
Actually

There should be a limit to how many times one can Special Summon in a turn (or at least, Synchro summon/Xyz summon)

Of course, that's either a really good idea, or a really stupid one :T
[/quote]

This is what I had in mind. If both players could only Special Summon/activate card effects that Special Summon, let's say, 5 times per turn it would be enough to be able to Summon a single Synchro/Xyz/Boss monster for defending, without being able to fill the field with them. Of course, cards that Special Summon multiple monsters (eg. Rekindling, Inferno Reckless Summon) will only count as 1 Special Summon so they don't consume your 5 allowed Summons. Also, during your turn your opponent would be also allowed to Summon 5 monsters so they would be able to respond with "Starlight Road", "Macro Cosmos", etc.

This ruling would stop the infamous "Infernity" loop and 1rst-Turn Quasars, and slow Six Samurais and Wind-Up Xyz Spam, while keeping most Decks playable in my opinion.

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Ban REDRUM and Hunter and either ban or unlimit Tengu since its useless at 2, and unlimit Zenmaighty
Ban One Day of Peace and Final Countdown
Print cards that continue the storylines for Hiita, Aussa, and Dharrk
Give the VWXYZ and Unions in general support so they don't suck
Cut Dragons down to size

Thats all I can think of.

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[quote name='Sleepy' timestamp='1349113852' post='6035691']
For the sake of a fic with a custom format, I had thought of something called "Player Cards".
They go in the Extra Deck, and provice a specific amount of Life when they appear.
Example:
+1000
+0
-800
Plus more moderate versions of Field Spell-like effects. Mainly changes in the rules.
Example:
Battle Damage from direct attacks to players is halved.
or an effect that turns ATK/DEF and battles into the MtG style of battles with Power and Toughness, and blocking.

Though I'm still unsure of wether to make the playmat bigger for their sake, or to play them in the Monster/S/T Zones, or the Field Spell Zone (though not very fond of this last one)

Initially played by doing one of these:
-Shuffle 1 card in your hand or your side of the field into the Deck.
-Return 1 card in your hand or your side of the field to the top/bottom of your Deck.
^although more diverse and complex methods should be used, I guess.

Lastly, because I have another monster mechanic in the Extra Deck for the sake of the un-done fic, I changed the Extra Deck to either:
-15 cards
-More than 15 cards, but max X number of cards of each mechanic (Fusions, Synhros, Xyz, Players, and the other one)
^players' choice. If the Extra Deck became 20+ in general, the desired 20+ Extra Decks with a single type would have less to think about.
[/quote]

i like those ideas

i just thought of something else, what if equip cards become xyz material?

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I'd definitely like to see more Charmers too.

[quote name='STVB' timestamp='1349134299' post='6035968']
i just thought of something else, what if equip cards become xyz material?
[/quote]

Equip cards are mostly for continuous effects, hence why they remain on the field until it is removed by a card effect or destruction of the equip target. If they were to become Xyz Material, would you have to remove them to use the effects? If so, what difference is there between an Equip card and Xyz monster effects?

[quote name='Frex' timestamp='1349130232' post='6035936']
This is what I had in mind. If both players could only Special Summon/activate card effects that Special Summon, let's say, 5 times per turn it would be enough to be able to Summon a single Synchro/Xyz/Boss monster for defending, without being able to fill the field with them.
[/quote]

If there's a limit, wouldn't players try to swarm with non-extra deck monsters instead?

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[quote name='Saynt' timestamp='1349148707' post='6036173']
Equip cards are mostly for continuous effects, hence why they remain on the field until it is removed by a card effect or destruction of the equip target. If they were to become Xyz Material, would you have to remove them to use the effects? If so, what difference is there between an Equip card and Xyz monster effects?
[/quote]

i was thinking more along the lines of the equip card as an xyz material would have the effects active while it is attached to a monster as xyz material

for example, lets say mist body

While this card is attached to a monster as an Xyz Material: That Monster cannot be destroyed by battle

and how that could work is that the equip card would be like this

spells/traps: Target 1 Monster: Attach this card to that target as an xyz material.

monsters: Once per turn: You can attach this card to a monster as an Xyz Material or Detach this card from while being treated as an Xyz Material and special summon it

although we could make it detach itself and become and effects are active until the end of your turn or more turns, because you do have a point, it does sound a little OP to me now if equip cards becomes xyz material, it would be safe from mst and other spell/trap destruction cards, plus then that would mean you can attach 10 equip cards to a monster as xyz material... hmm... maybe not such a good idea then, oh well, just my random thoughts on changing the game.

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That idea of Union/Equip Cards becoming Xyz Materials doesn't seem that bad. It would turn both Unions and Equip Cards more relevant to the metagame: currently Unions are undersupported except for a few archetypes, and Equips are considered bad, with a few exceptions. And to avoid the aforementioned abuse of attaching multiple Equips to an Xyz and activate the effects of the latter, these Unions/Equips could become "Attach Materials" (or something like that) rather than "Xyz Materials", introducing a new mechanic: Because they are not proper Xyz Materials, Xyz Monsters cannot use them for their effects.

But this would conflict with those Equips that activate when destroyed while equipped (Smoke Grenade of the Thief, Blast with Chain, etc.) Still, those cards could be updated with the following effect:
While this card is attached to a monster as an Attach Material: This card can be targeted and/or destroyed by card effects that destroy Spell/Trap Cards.

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[quote name='Frex' timestamp='1349130232' post='6035936']
This is what I had in mind. If both players could only Special Summon/activate card effects that Special Summon, let's say, 5 times per turn it would be enough to be able to Summon a single Synchro/Xyz/Boss monster for defending, without being able to fill the field with them. Of course, cards that Special Summon multiple monsters (eg. Rekindling, Inferno Reckless Summon) will only count as 1 Special Summon so they don't consume your 5 allowed Summons. Also, during your turn your opponent would be also allowed to Summon 5 monsters so they would be able to respond with "Starlight Road", "Macro Cosmos", etc.

This ruling would stop the infamous "Infernity" loop and 1rst-Turn Quasars, and slow Six Samurais and Wind-Up Xyz Spam, while keeping most Decks playable in my opinion.
[/quote]

It really sounds wrong when "only up to 5 Special Summons per turn" is considered a restriction xD
I get what you are saying, and it would work pretty well IMO.

Also: It'd be fun if equips had an extra utility. There is always the possibility in the game, to just print new equips that are more on pair with the current game and not considered trash, but I think twitching the game rules a little to give some usefulness to the ones already existing, is more healthy.




Bump!
There is not much activity on the site anyways, and any new topic I would currently make would most likely be just a section of what can be discussed here.

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