Mehmani Posted November 18, 2012 Report Share Posted November 18, 2012 In this thread, you can discuss your ideas and concepts for custom cards you have in development. You can ask for feedback on a theme you have designed, post a sample effect to see what people think, discuss the best places to select card images - feel free to discuss all parts of the card-making process here. However, to prevent two-word posts and suchlike, this thread will be checked regularly for spam. The Advanced Clause does not apply here, although this is not an excuse to post obvious spam. Use this thread as a guide: [url="http://forum.yugiohcardmaker.net/topic/293112-archetype-ideas"]http://forum.yugiohcardmaker.net/topic/293112-archetype-ideas/[/url] In that thread, ideas and concepts are bounced around nicely. Thank you and enjoy. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted November 18, 2012 Report Share Posted November 18, 2012 For those who don't know, I've been tinkering with Zone-based effects. My question is this, how should they be done? I've made so that the monsters can move to any unoccupied Monster Card Zone, but that's about it so far. Any suggestions and comments are welcome since I believe this concept should be revived. Link to comment Share on other sites More sharing options...
agentk89 Posted November 18, 2012 Report Share Posted November 18, 2012 Hey i am new to the site and had a idea for a card wanted to put it's effect up so you can let me know what you think ([b]FLIP: flip all cards on your opponents side of the field face up all magic and trap cards flipped due to this effect are not able to be activated until this card is sent from the field to the graveyard[/b]) Link to comment Share on other sites More sharing options...
Aix Posted November 19, 2012 Report Share Posted November 19, 2012 [quote name='Nathanael Darius Striker' timestamp='1353280276' post='6072953'] For those who don't know, I've been tinkering with Zone-based effects. My question is this, how should they be done? I've made so that the monsters can move to any unoccupied Monster Card Zone, but that's about it so far. Any suggestions and comments are welcome since I believe this concept should be revived. [/quote] Is there any sort of rule for where you can place your cards? Like if I'm Setting 2 Spell/Trap cards, do I have the option to place it on the far edges from each other? Or if I'm Summoning a monster, do I have to center it, or can I choose to place it on the left or right if I please? I know there already are one or two cards that deal with adjacent Zones and stuff. And from what those cards say, it appears that after you placed your monster you don't seem to be able to switch zones at will. As for ideas: What about Watt-type things that can attack directly if there is no monster in front of them? Or can attack the Spell/Trap in that Zone and that Spell/Trap cannot activate in response and it destroys it to deal 1000 or less damage? Link to comment Share on other sites More sharing options...
Saynt Posted November 19, 2012 Report Share Posted November 19, 2012 ^Cards can be placed anywhere from off the field, but cannot be moved about once they are on the field, except by a card effect that allows it to move. There's many different things that can be done with it, but don't just give individual cards random effects relating to card zones, there should be some sort of strategy as to how each card works together, and how to arrange them. I've done something like this [url="http://forum.yugiohcardmaker.net/topic/278862-archfiend-remakes-zone-mechanic-as-well-as-generic-support/"]before[/url], but trying to balance it is something of a challenge, as cards moving about on the field creates a whole new game. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted November 19, 2012 Report Share Posted November 19, 2012 I've been making effects that activate if the monster in question attacks (or destroys) a monster in the same column. Usually the monster in question helps the kind of deck it resembles. Balance is a problem since Zone-based effects are usually outclassed. What I'm trying to do is make them viable again. I'm thinking about regular effects for the monster, but have a bonus effect that gives the Zone moving a purpose. Link to comment Share on other sites More sharing options...
Rocket Grunt Posted November 19, 2012 Report Share Posted November 19, 2012 I remember as a kid watching the yugioh episodes where they played on a large map and had some dice. I forget what the franchise called this. But after watching those episodes I came up with a large grid and played actual yugioh on my grid and took out the stupid dice idea. It was awesome! It was a mix of playing against an opponent on a 9x9 (i think) grid and trying to get your way to your opponent.... I've been trying to remember the rules. Anyways, not sure if that goes in this section or not, but I think it's a cool idea that can be worked with a bit. Anybody else wanted to do something similar? We'd have to come up with the rules for a map duel ourselves Link to comment Share on other sites More sharing options...
Saynt Posted November 19, 2012 Report Share Posted November 19, 2012 Dungeon Dice Monsters didn't sell very well, so it was discontinued. As far as trying to make a board game, it's better to just stick with the 10 zones, as this is a card game, after all. Link to comment Share on other sites More sharing options...
Aix Posted November 19, 2012 Report Share Posted November 19, 2012 [b]My own idea, nothing in this post that relates to above:[/b] Before I came up with my Frostburn idea (see sig), I was thinking about another way to use Counters that was rather similar to frostburn. I wanted a way to burn and swarm and have burn multiply depending on how many of the archetype monsters you have on the field. What I came up with, whenever a Burn Counter left the field, whether just by being removed or if the monster left the field/used for a summon, the burn would activate, the size of the burn depends on the number of counters and the number of monsters, because each of the monsters would have the effect "When a Burn Counter(s) leave the field, inflict 300 damage for each Burn Counter removed" and it stacks up. This leads to all sorts of plays involving costs of removing Counters but removing Counters is a good thing in that it inflicts burn. I was going to call it Excaliburn and have FIRE Warrior-types. What do you think? Any ideas to add to it? Link to comment Share on other sites More sharing options...
Jirachibi Posted November 19, 2012 Report Share Posted November 19, 2012 Im trying to make an archetype of reptiles based on Lizards and Snakes but cant think of a playing style. i WAS thinking about making them lower opponent's monster's ATK but i dont know if i should. So...Any suggestions? Link to comment Share on other sites More sharing options...
Stan Alda Posted November 19, 2012 Report Share Posted November 19, 2012 [quote name='UmbreonOfTheDarkness' timestamp='1353358402' post='6073535'] Im trying to make an archetype of reptiles based on Lizards and Snakes but cant think of a playing style. i WAS thinking about making them lower opponent's monster's ATK but i dont know if i should. So...Any suggestions? [/quote] The Venom ([url="http://yugioh.wikia.com/wiki/Venom"]http://yugioh.wikia.com/wiki/Venom[/url]) archetype has some elements of this. It might be easier to retool your idea to support the pre-existing Venoms, or at least base your effects on them. As for my problem, I made several photorealistic landscape pics with Terragen, but I couldn't think of any ideas that weren't hideously underpowered, overpowered, or too obtuse to use. The only one I've come close to completing is this: [b][i]Tidal Flats[/i][/b] [url="http://yugico.com/user/22566-Stan_Alda/card/35113-Terra/139977-Tidal_Flats"][img]http://yugico.com/customcard/139977.jpg[/img][/url] SPELL/Field Once per turn, during their respective Main Phases, both players can Normal Summon 2 Level 3 or lower Aqua or Fish-type monsters from their hand. They cannot activate their effects or use them as Synchro or Xyz Material during the turn in which they are Summoned. Tying them to specific existing archetypes might cause trouble, and I'm at a loss for new monster ideas. Link to comment Share on other sites More sharing options...
Aix Posted November 19, 2012 Report Share Posted November 19, 2012 There already is an archetype of Reptile Types that lower ATK. TWO archetypes, actually. Perhaps you could make a more effective way of bringing out Vennominaga? Link to comment Share on other sites More sharing options...
Jirachibi Posted November 19, 2012 Report Share Posted November 19, 2012 I was also thinking of an arcehtype of insect monsters that go face-up in your opponent's deck after being destroyed, but i cant think of much to do with them. Link to comment Share on other sites More sharing options...
Stan Alda Posted November 19, 2012 Report Share Posted November 19, 2012 [quote name='UmbreonOfTheDarkness' timestamp='1353360046' post='6073556'] I was also thinking of an arcehtype of insect monsters that go face-up in your opponent's deck after being destroyed, but i cant think of much to do with them. [/quote] Maybe this could help: http://yugioh.wikia.com/wiki/Parasite_Paracide Link to comment Share on other sites More sharing options...
Jirachibi Posted November 19, 2012 Report Share Posted November 19, 2012 I guess i could make it so that when they are draw while face-up something bad happens and then they are discarded. Link to comment Share on other sites More sharing options...
Aix Posted November 19, 2012 Report Share Posted November 19, 2012 That could be a good idea, it can be a very powerful and disruptive playstyle. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted November 19, 2012 Report Share Posted November 19, 2012 Gotta be careful with it though. It's a fine line that you a walking with that idea. I do like it, though. Link to comment Share on other sites More sharing options...
Jirachibi Posted November 19, 2012 Report Share Posted November 19, 2012 So...the insects are all going to have this effect: If this card would be sent from the field to the graveyard, you can place it in your opponent's deck face-up instead. When this face-up card is drawn: And the reptiles are going to be a deck that is a mill yourself type deck and for summoning Venomonaga Link to comment Share on other sites More sharing options...
Aix Posted November 19, 2012 Report Share Posted November 19, 2012 [quote name='UmbreonOfTheDarkness' timestamp='1353363118' post='6073586'] So...the insects are all going to have this effect: If this card would be sent from the field to the graveyard, you can place it in your opponent's deck face-up instead. When this face-up card is drawn: [/quote] Nonononono an effect like that would either be too powerful if the deck had any sort of swarm and too weak if it didn't I would say shuffle it into your opponent's Deck and then have it have some serious swarming power to fill your opponent's deck up. And then, if you can balance it properly, have a win condition card where you can Special Summon it when you have no cards in your Deck and then, if you have less than 25 or something cards total in your Graveyard, hand, or banished Zone you win the DUEL!!!! Link to comment Share on other sites More sharing options...
Jirachibi Posted November 20, 2012 Report Share Posted November 20, 2012 All right. I'll try thatSo instead of: If this card would be sent from the field to the graveyard, you can place it face up in your opponent's deck instead, When this face-up card is Drawn: It will be: If this card would be sent to the graveyard, or banished: You can place it in your opponent's deck face-down instead. The only problem i can see is is that when they get the monster, if they send it to the grave it will go into your deck and neither player would really deck out. Link to comment Share on other sites More sharing options...
Aix Posted November 20, 2012 Report Share Posted November 20, 2012 no what I mean is that you have to SHUFFLE it into the Deck, the "send from field to grave" part is fine, cuz otherwise you'd be completely blocking your opponent's draw which is really OP Link to comment Share on other sites More sharing options...
Jirachibi Posted November 20, 2012 Report Share Posted November 20, 2012 So just replace - You can place it in your opponent's deck instead with - You can shuffle it into your opponent's deck instead Link to comment Share on other sites More sharing options...
Jirachibi Posted November 22, 2012 Report Share Posted November 22, 2012 I need more help. I'm creating 4 new archetypes and i need help with Play Style. The first is based on toy robots. The second is based on Japanese type assassins. The third is based on birds and royalty (One is a princess, one is a knight, one is a queen etc.) And The Last is a fire archetype. I dont want to make it burn or quick synchro-ing because those have been done. Any ideas? Link to comment Share on other sites More sharing options...
newhat Posted November 22, 2012 Report Share Posted November 22, 2012 Toy robots? Sounds Wind-Uppy. Maybe some kind of Main Deck toolbox, like Gladiator Beasts but not dependent on battle. For the second one, how about Setting monsters to your back row and activating sneaky effects? For the royal birds, maybe a system of permanently revealing cards in the hand for effects (like a Peacock that gives you extra Normal Summons, or something), and building up for a Judgment Dragon that relies on revealed cards. FIRE is such a wide range you could do anything. Perhaps a whole archetype of cards like Raging Flame Sprite. Link to comment Share on other sites More sharing options...
Aix Posted November 22, 2012 Report Share Posted November 22, 2012 Toy Robots do sound like Wind-Ups :3 I loved Wind-Ups until they were destroyed by the banlist. An idea for just robots in general is to banish from your Graveyard to activate effects with the idea of foraging in a scrapyard for scraps to do stuff and another idea is to have a sort of "[url="http://yugioh.wikia.com/wiki/Heroic_Challenger_-_Extra_Sword"]Extra Sword[/url]" type of thing. For Assassins: if you could find a way to make a viable Flip Monster archetype that would be great! Royal Birds: I have no idea. Though Beginning446 has made an archetype like that before. FIRE has been done A LOT now, they just came out with three new archetypes for FIRE, so I dunno if you should do it. (New FIRE Archetypes: Fire King, Brotherhood of the Fire Fist, Haze Beast) Link to comment Share on other sites More sharing options...
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