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Card Ideas and Concepts Discussion Thread: Discuss your ideas with each other here!


Mehmani

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All right....here is what i did

Toybots - They gain effects if you return one card you control to the deck.

Asashin - They are flip effect monsters that summon each other when they are destroyed

Royal Birds - You permanently reveal them in your hand to gain effs (All WINDS gain 500 ATK and DEF as long as it is revealed etc.)

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[quote name='UmbreonOfTheDarkness' timestamp='1353619722' post='6075774']
Asashin - They are flip effect monsters that summon each other when they are destroyed
[/quote]
The "FLIP:" effect applies anytime it's flipped, maybe have a bonus effect that activates when a condition is met? For some, when they are destroyed, they summon another, but for others, when they are revealed by a card effect, they do something else, etc.


[quote name='UmbreonOfTheDarkness' timestamp='1353619722' post='6075774']
Royal Birds - You permanently reveal them in your hand to gain effs (All WINDS gain 500 ATK and DEF as long as it is revealed etc.)
[/quote]
Mechanically, that's a bit unbalanced, since hand removal is not very common. Conceptually, when they are in the hand, they are inactive, i.e. roosting. If it's focused on the hand, maybe have them regain strength while roosting and represent it with adding cards to the hand graveyard, or something like that.

As for the royal part, do you have any concrete ideas on how to represent a monarchy with card effects?

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I'm trying to make a usable archetype that, bear with me now, places your opponents monsters in your spell/trap zones and nets you benefits from doing so. Except, I can never seem to find the right balance. I don't want the set to be cheap-ass hurrdurr remove everything and attack for game like inzekderps, but I don't want them to be too slow either... I can show you guys what I have so far tomorrow if you'd like.

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Well my birds were about herp derp swarming and trying to make 3 material rank 1's decent. I think I succeeded lol

I personally am going to go for the slivers of Yu-gi-oh as in having one monster give all the other monsters of the archetype an effect etc. Sure this has been done before in the case of some Morphotronics but I think that is the only example I can think of.

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So, I'm currently making an Archetype of Level 4 Warriors (original, I know :\) that return themselves to the hand in order to Special Summon other monsters of the same Archetype from the hand, with their effects negated until the next Standby Phase. It functions similarly to the "tag-out" style that Gladiator Beasts have, except this Archetype focuses primarily in the Main Phase instead of beating down your opponent's monsters. While they aren't very strong by themselves yet, I have yet to give them any support. The "Diamond Blade" monsters all work in tandem to quickly swarm the field, while replacing themselves with other monsters at the same time.

[spoiler='Asuka of the Diamond Blade Rebellion']
[img]http://yugico.com/customcard/141042.jpg[/img][/spoiler]

[spoiler='Chloe of the Diamond Blade Rebellion']
[img]http://yugico.com/customcard/141044.jpg[/img][/spoiler]

[spoiler='Heroine of the Diamond Blade Rebellion']
[img]http://yugico.com/customcard/141049.jpg[/img][/spoiler]

[spoiler='Hraesvelgr of the Diamond Blade Rebellion']
[img]http://yugico.com/customcard/141051.jpg[/img][/spoiler]

[spoiler='Kisaragi of the Diamond Blade Rebellion']
[img]http://yugico.com/customcard/141053.jpg[/img][/spoiler]

[spoiler='Yukari of the Diamond Blade Rebellion']
[img]http://yugico.com/customcard/141057.jpg[/img][/spoiler]

I think I avoided any major difficulties giving them the "effect is negated until your next Standby Phase" clause, but if there is something I missed, let me know. And also, tell me what you think.

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I'll share a few ideas here that I think others can use. I do this when I'm in a slump for ideas or when I just see it in my head.


-- Take a non-Monster card from the anime. Make it into a monster (obviously adjusting anything that would be appropriate for a monster). You not only learn process and practice being a little creative, but you've taken an idea that was otherwise left on the floor and made something useful of it. You can do this vice versa also of course, but people like making monsters more. One of mine is currently in my signature.



-- In the same vein, switch cards from the real game into other forms. By this I mean look at older cards and decide which ones might have worked better as a monster or a Magic or a Trap instead of the form that Konami presented it. It's not like Konami hasn't done that either. We still want Snow Sprite from GX because it was Anti-Spell Fragrance as a monster, being able to defend itself in ways that it couldn't as a Trap. Some things work better as a Magic, taking a monster, stripping the effect into a Normal Magic and see how it works as something you can just play from your hand and not have it stick around waiting to get killed. Really, that's something of the principle behind monsters you discard for effects. Aren't cards like the [b][url="http://yugioh.wikia.com/wiki/Heralds"]Heralds[/url][/b] and [b][url="http://yugioh.wikia.com/wiki/Effect_Veiler"]Effect Veiler[/url][/b] just a Quick-Play Magic and Trap Cards disguised as Monsters really except you get to play it from your hand?

One of my favorite cards coming up when YGO was still quite new is [b][url="http://yugioh.wikia.com/wiki/Gravity_Axe_-_Grarl"]Gravity Axe - Grarl[/url][/b]. I used it a lot of sealing monsters down in conjunction with Book of Moon (and Tsukuyomi) or keeping Spirit Reapers and such in Attack Position to make tunnels. I hate that its effect isn't use all that much, but I have made many cards with its effect. Maybe Konami thought that simple effect on a monster was too powerful? Though cards like [b][url="http://yugioh.wikia.com/wiki/Gaap_the_Divine_Soldier"]War God Gaap[/url][/b] exists at least.



-- Here's a novel idea that people rarely indulge in. [u]Make monsters and support for a theme you [b]DON'T[/b] like.[/u] You read that right. A theme you didn't care about or don't like or thought was stupid. Make improvements to it, fix it your way, do the research and understand how the deck works. You grow to respect the styles of others and see things in a different light instead of only focusing on JUST what you care about.

My own example of this is a Set I created years ago for Zombies. I hate Zombies and their overabundance in popular culture. I hate them having to be in literally EVERYTHING and it's often very lazy writing to include them (even DC's Blackest Night was just a zombie apocalypse story). Still, as a CHALLENGE to myself, I made a 50-card Zombie, Demon and darkness support set, doing it my way in a way that I thought Zombies should be in YGO based on what a "zombie" was to me (taking a lot from Day of the Dead and 28 Days Later as inspiration). That set actually turned out FANTASTIC and I was very involved in it. I wouldn't necessarily run a Zombie deck, but I wouldn't be against it now and I certainly love MY Zombies and would run them.

Just to be clear, my favorite Types are Spellcasters, Demons and Machines (and Psychics but they've only been around since 5D's). That didn't stop me from having pride in my work and creating this:

[quote]RDID-EFN01
Eternal Unlife Soldier
4 Stars
DARK / Zombie
ATK 1900 / DEF 0
EFFECT: This card cannot be destroyed by battle. When this card battles, add 1 Flesh Damage Counter to this card after Damage Step. (Monsters lose 500 ATK and DEF for each Flesh Damage Counter on them. Destroy any monster with 5 Flesh Damage Counters or 0 ATK due to them.) Whenever a Flesh Damage Counter is added to this card, Special Summon 1 [Severed Body Part Token] (Zombie-Type/EARTH/2 Stars/ATK 500/DEF 500) under your control.[/quote]

The literal first Zombie I ever made after years of making other kinds of cards, but I'm quite happy with him and his brethren and I honestly would run an "Eternal Unlife" deck if I could. Been wanting to find appropriate art to make proxies to make the Deck for a long time.



I'll post other ideas as I poke through my own work and actually write out how I came to my ideas.

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Been tossing around the idea of attempting to design an archetype that works together, with one part being Machines, and the other Fiends, Warriors, something of the sort. The idea being that the non-Machines would be able to use the actual Machines as "armor", gaining different boosts and the likes. Here's just a rough idea, one of each, to show what I mean:

[b]Tempest Swordsman[/b]
***/FIRE
Warrior / Effect
When this card is Normal Summoned: You can target 1 banished "Battle Gear" monster; equip that target to this card. If this card would be destroyed: You can banish 1 "Battle Gear" monster equipped to it instead.
1500/500

[b]Battle Gear - Hyper Arm[/b]
**/DARK
Machine / Effect
When this card would be removed from the field or sent to the Graveyard: Banish it. While equipped to a monster, the equipped monster gains the following effect:
* This card inflicts piercing Battle Damage.
400/300

---

Of course those cards are extremely basic in nature but that was more so for the purpose of conveying what I'm trying to design. Think Cyberdarks, but only more playable despite having to rely on other cards. I'd prefer not to make them Unions because I find the Union concept as a whole to be slow since they have to manually equip themselves and whatnot.

Ideas? Perhaps some changes/feedback?

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@Neo
In order for your Set to work, you'd need quite a few self-contained searchers and a card or two that easily SSs Battle Gears for little to no cost. Otherwise, the deck would be too slow and easily overpowered. It you could take the dragunity route and have the tempest monsters equip battle gears from the hand or grave, but then you'd need to make a Dragon's Ravine for the set.

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[quote name='Archlord Sora' timestamp='1354287159' post='6081578']
@Neo
In order for your Set to work, you'd need quite a few self-contained searchers and a card or two that easily SSs Battle Gears for little to no cost. Otherwise, the deck would be too slow and easily overpowered. It you could take the dragunity route and have the tempest monsters equip battle gears from the hand or grave, but then you'd need to make a Dragon's Ravine for the set.
[/quote]

You wouldn't though, at least not in theory. Simply by focusing on milling and similar concepts, as soon as they're sent to the Grave they're banished, so there's always there, it's like your banished zone becomes a toolbox depending on the situation. I'm going to focus on designing some cards that mill the Deck to get more Battle Gear monsters in the BZ, and then from there work on being able to equip and utilize them.

Not sure, it's still in the planning stages.

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[quote name='- Neo -' timestamp='1354286674' post='6081575']
Been tossing around the idea of attempting to design an archetype that works together, with one part being Machines, and the other Fiends, Warriors, something of the sort. The idea being that the non-Machines would be able to use the actual Machines as "armor", gaining different boosts and the likes. Here's just a rough idea, one of each, to show what I mean:

[b]Tempest Swordsman[/b]
***/FIRE
Warrior / Effect
When this card is Normal Summoned: You can target 1 banished "Battle Gear" monster; equip that target to this card. If this card would be destroyed: You can banish 1 "Battle Gear" monster equipped to it instead.
1500/500

[b]Battle Gear - Hyper Arm[/b]
**/DARK
Machine / Effect
When this card would be removed from the field or sent to the Graveyard: Banish it. While equipped to a monster, the equipped monster gains the following effect:
* This card inflicts piercing Battle Damage.
400/300

---

Of course those cards are extremely basic in nature but that was more so for the purpose of conveying what I'm trying to design. Think Cyberdarks, but only more playable despite having to rely on other cards. I'd prefer not to make them Unions because I find the Union concept as a whole to be slow since they have to manually equip themselves and whatnot.

Ideas? Perhaps some changes/feedback?
[/quote]


I'm sorry, but isn't that just Inzectors, Dragunity and Vylon? What's makes yours different from all of those?

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Ok, sie I'm very very bored as of late, I was brain storming random ideas, and had one based around an Archetype focusing around self-millin, only gaining benifits from when you have no cards left in your deck.

However, obviously I need to find a way to reduce abusability outside of the Archetype, and interactions with Lightsworns. They were intended to be an EARTH Zombie Archetype to prevent Chaos abuse, but have a range of support. They would have a clause where if you had no cards in your deck, you could banish this card your grave to prevent loss decking out, with a Block Golem esche clause to prevent its splashability with LS.

I'm just iffy on how it will work in practice.... Any thoughts, or want for me to expand the idea?

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The plan is either: Skip the draw phase entirely, but give the cards effects that allows you to add stuff to your hand from the grave by banishing themselves, but I feel that would be most likely OP.

The alternative would be to do what you suggested, but the issue is then speed. Since the self mill will take time, they need to be able to hit quickly to compensate. Not as quick as Infernities, but quick none the less.

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In order for your set to work, you'd need to effectively add a crapload of cards to your hand in a short amount of time. Banishing themselves to grab any card is OP: reborn can be looped. I'd have a slew of spells and traps that can grab your monsters from the grave, increasing viability and combo-ability.

The main problems you'll have to face are:
1. How to avoid decking out.
2. Regulating the draw to avoid decking out.
3. How to have new cards in your hand instead of reusing the old ones and getting nowhere.

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  • 1 month later...

[quote name='- Zero -' timestamp='1354286674' post='6081575']
Been tossing around the idea of attempting to design an archetype that works together, with one part being Machines, and the other Fiends, Warriors, something of the sort. The idea being that the non-Machines would be able to use the actual Machines as "armor", gaining different boosts and the likes. Here's just a rough idea, one of each, to show what I mean:

[b]Tempest Swordsman[/b]
***/FIRE
Warrior / Effect
When this card is Normal Summoned: You can target 1 banished "Battle Gear" monster; equip that target to this card. If this card would be destroyed: You can banish 1 "Battle Gear" monster equipped to it instead.
1500/500

[b]Battle Gear - Hyper Arm[/b]
**/DARK
Machine / Effect
When this card would be removed from the field or sent to the Graveyard: Banish it. While equipped to a monster, the equipped monster gains the following effect:
* This card inflicts piercing Battle Damage.
400/300

---

Of course those cards are extremely basic in nature but that was more so for the purpose of conveying what I'm trying to design. Think Cyberdarks, but only more playable despite having to rely on other cards. I'd prefer not to make them Unions because I find the Union concept as a whole to be slow since they have to manually equip themselves and whatnot.

Ideas? Perhaps some changes/feedback?
[/quote]

I think it may work if you use the XYZ mechanic, but not with XYZ cards, sort of overlaying the "Tempest Swordsman" over the banished "Armor" cards? I like the idea, but I think that it would take up far too much S/T space to have them all as equip cards. You need space for defensive traps and to activate spells and things as well.

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[quote name='Yugiohcardking' timestamp='1357583499' post='6114303']
i have always been a big fan of elimental heroes so please tell me what you think of this: ultimate heros! their effects are mixed but generally support other ultimate heros.
[/quote]

Well, I don't really think we can help you with that unless you give us an idea of their effects.

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I made a type of deck called "Monkey Legions." Being based off of Beast-warrior types their effects are usable when they're destroyed or if they destroy a monster by battle.

Usually their effects are one of the few
- Destroy a card on the field if destroyed or special summon a "Monkey Legion" monster.
- If they destroy a monster, banish it, or special summon a "Monkey Legion" monster.

They can also be used for Synchros.

Just wondering if they might be a tad OP :x

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So, whilst playing Vanguard, and looking at the new Bloodrush Mechanic for MTG, I had the crazy idea of coming up with a Persona Blast Archetype.

So essentially 80% of the monsters would have effects that can only activate by discarding a card with the same name as it from the hand. Now, I understand that this will kill card advantage, which is integral to the game state as it is.

There would be substitute discard cards, which can treat there name as the card mentioned in the text of whatever they discard for. Which doesn't solve things brilliantly, but would boost some kinda of consitency.

The Xyz, are as well as having there own innate effects, would have the ability to detach a material to cover the cost of one of these monsters.

Spell and trap support will mostly be things to keep up Hand advantage or recycle used up monsters in the grave, so there own D-Draw and such.

The actual aim of the archetype will be swarming and control. Building up field advantage against your opponent by destroying S/T, Monsters, before overlaying to help make the plays cost less. But yeah... that's all I got really.

The idea is to be a Beast Warrior, multi Attributed Archetype. And yes.. that is pretty much just to take advantage of Tenki.

It is probably the worst idea I could have thought of, but I want to give it a try at least. Besides, I doubt anyone else has been foolish enough to make such an odd idea.

As for why I'm posting here, what I'm looking for is alternative, balanced ways to keep handsize big. One of the few I've had is that a costless but specific Monster reincarnation, but I will need more than that I wager.

Any advice would be appreciated.

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[quote name='Overlord Barty' timestamp='1358278277' post='6121769']
As for why I'm posting here, what I'm looking for is alternative, balanced ways to keep handsize big. One of the few I've had is that a costless but specific Monster reincarnation, but I will need more than that I wager.

Any advice would be appreciated.
[/quote]

Some sort of effect to return S/T to the hand after activation, maybe? With a restriction that cards of the same name as the one returned to the hand cannot be activated until the end of the next turn. Traps with an additional "when this card is returned to the hand, you can treat its name as X (while in the hand)" seem ideal.

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  • 2 weeks later...

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 (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)

I believe that this is a bit of an OP effect.  I have a tuner made so that you can tribute it for a Tribute Summon, remove from play, then on your next turn, tribute it for a synchro summon and place the tuner is the graveyard.  Since it's a spellcaster, I think that it is a good effect.

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