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


Mehmani

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Not sure if it's been done before, but I'm thinking of a series of cards that can mass Xyz summon, with stat-decrease and effect negation of the Xyz monsters summoned, and/or negative effects activated when they're detached as materials. Obviously there will have to be special consideration given to the balancing, as it is supposed to be able to spam monsters.

 

Possible DARK Thunder combination, but I'm not sure on the theme.

 

Any insight?

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  • 4 weeks later...

Ok so i have an idea for some support for Blue eyes its a extremly fast tribute you deck that lets you search for monsters to then tribute to then search and activate certain side effects when they are placed in the grave. I know that there are hiertic dragons but im not really a fan of how they play.So Pretty much it goes like this:

 

Effect- This card counts as a tribute of 2 if its used for a tribute of a light monster.When this card is used in a tribute summon activate the following effect: When this card is sent to the grave due to a tribute search for 1 DayBreak monster and add it to your hand. Once per turn while this card i in the grave { it does something }

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I'm thinking on an Archetype that activates their powerful effects at the cost of giving your opponent a free card from their Deck. It'll be like:

 

Your opponents adds 1 card from their Deck to their hand, and if they do, (insert effect here), and until your next turn, you cannot activate card effects that would remove a card(s) from your opponent's hand and if your opponent's Life Points would become 0, it becomes 1000 instead.

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  • 2 weeks later...

Hmmm now that I think of it, never have come to this thread =0

I've had an archtype that's hard to think up for a few years now. For a fanfic.

 

They are called "Tricky Crabs",and are a bunch of crabs mixed with other random things (like crab + tree, or crab + rock, etc)

Their playstyle is to revolve around gaining effects and power when other cards explicitly negate their effects.

The ideal is not to have another Skill Drain or Field Spell equivalent for them to depend of, but a series of non-continuous Card Effects that individually "negate the activation" of the crabs' effects so they can actually unlock their true potential.

 

..... that's the concept. It is sort of specific, but it's still hard to come up with the right effects that will turn it into a moderately agro style with enough interaction, and if possible "WTF"-like effects.

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  • 2 weeks later...

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.

I agree with the idea of limiting to 10 zones. It will be good for the new commers also to get familiar with. Or else it will be too complicated for someone who got no idea about the Dice Monsters.



I am currently working on a spellcaster elf arch type, with support spells and traps think mystical elf, aincent elf dark elf. You can see some of them under realistic cards singles. Its mostly for a fan fic.

Woow. This is a very cool idea. I love cards with fan fiction inspiration. The creativity at its best.

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  • 2 weeks later...

Inspired by my recent work on a "Halloween" Archetype (a Deck whose gimmick is to have your opponent Draw cards and utilizing effects that take advantage of this), I'm contemplating making an "Easter" Archetype, which makes use of the rare concept of shuffling cards face-up into a player's Deck, as well as rearranging and "hiding" cards on the field (forcing your opponent, basically, to find the right card).

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thinking of creating a set of "Zombie" type monsters as they haven't received any support as of late. They would be called "Infested" and focus on putting counters on opposing monsters to maintain a high level of field control. The effects would range from decreasing atk and def, taking control of monsters with counters, changing monster with counters type, and destroying cards through counters. I fear though that they will have to be dark attribute, play too similar to a souped up "alien" deck, and have a look similar to that of evil swarm. Would love to hear a different flavour so they can fit a different attribute.

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You know I never really post in here, but I feel that I might as well since I'm bored right now. Anyway, I'm working on a LIGHT archetype, funnily enough, named Light-Up! (the exclamation mark is intentional). They kind of mix a bunch of things, but still retain a pretty clear concept. It has to do with Synchros, Counters, Graveyard, Hand and Deck interaction, where shuffling cards back into the Deck is the main gimmick. Along with that, every monster's name is named after the type they are. You can check out an older version of the first card I made, but the more recent version is changed a bit: http://forum.yugiohcardmaker.net/topic/299001-light-up-dragon/

 

I also started to work on an idea behind a GB type arche, but instead of the Deck, it would return to the hand. I also wanted to try some Fusion with them, as I rarely do Fusion Monsters, so I thought it would be neat to try them out, but I havn't gotten anywhere with them, and I'm waiting till I finish my Light-Up! archetype.

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I'm tired of the usual Dark World/Fabled-esque gimmick where costs (such as discarding, banishing your monsters or shuffling them away) are turned into pluses by making those actions trigger an effect.

Zazu, I like the idea of that Graveyard control though.

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I'm tired of the usual Dark World/Fabled-esque gimmick where costs (such as discarding, banishing your monsters or shuffling them away) are turned into pluses by making those actions trigger an effect.

Zazu, I like the idea of that Graveyard control though.

I dislike how DW treated it as well, however I have tried to balance them pretty in my opinion, but of course it's up to the people to decide as such. It's also gonna be my main Deck on Duel Portal I think.

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I am in the process of building an archetype of 'Invaders' . They will differ a bit from the Flip related effects of worms and will borrow the idea of Counters from the Alien archetype but used differently. 

 

There are a group of Seven Alien Princesses from a far flung area of space known as the Pandora Space(based of of the same location as the one found in DM). The Princesses had sent a comet-like object into earth(or the monster's world)'s atmosphere that  released alien spores that grew into what is known as the 'Sporum'. They are relatively harmless fungi-esc creatures that. with time harness comic energies that they consume to communicate with their Princesses as soon as the Sporum are certain the planet in question can sustain life. Blah blah, Princesses arrive, blah blah blah, no one is worried blah, blah, blah they open a portal to Pandora space, blah blah, BIGGER Aliens, blah, blah, They war.

 

The Archetype is focused on summoning their Extra Deck monsters(not new). They are Fusion monsters that rely on their own archetype of Fusion spells(Gate of the Invaders) that require a "Sporum" monster on the field(support cards) and a "Great Invader" monster of the same attribute(as explained in the spell/trap lore). BECAUSE these Fusion monsters will be a little more powerful than other fusion monsters(effect wise) they cannot be Summoned in other ways(only 'Gate of the Invaders' cards) from anywhere. One thing that makes them stand out is: when destroyed they return 1 "Sporum" and 1 "Great Invader" to your hand and deck respectively.

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  • 2 weeks later...

Since I am soon finished with that archetype, I got some ideas in my head. The next is gonna be about Level 5 and Rank 5 support, and is gonna be called Legacy of the Fantastic Five. It's gonna feature Beast and Beast-Warrior and has HEAVY search power along with easy Summoning, but not that much in control or stun to them, it's more modern in that way, where the Extra Deck is suppose to do more of the job for them (Bujin is an example of the simple effects I'm talking about)

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My ideas are kinda strange but i'm gonna make it brief. i had an idea of randomly making cards based off of Demons for instant like Lucifer heres an example  UtyEr4r.jpg but i'm still new at it and an aspiring demonologist. so i hope i can get tips. i also need help thinking of more spells and traps so far i only have 3 or 4.

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Try to make the deck hack your enemy (hassle them for resources, reduce their own functionality, take away privacy, occasionally boost yourself). I was working on something different and similar to that.

I actually made a deck/hand "hacking" archetype called Vileware. Look it up at some point. I still have some plans for expanding and updating it, but it might be a while before I do.

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