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


Mehmani

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Just for some clarification about your archetype sketch, Zazu - say, for example, Giant Rat was attacked - would it's tutoring effect activate? I don't so, but to be honest, that's where the power in your archetype would lie. How about extending it to negating the effects on any card it battles until the End Phase?

You're talking about Darksence Portrayer? I think you misunderstand it's effect. It negated outside when battling. Which means, at any point from when the attack is declared, until the end of the Damage Step, effects are activatable. So yes, Rat would activate. Also, it activates outside the field, so it's not negated anymore, so that wouldn't even matter.

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You're talking about Darksence Portrayer? I think you misunderstand it's effect. It negated outside when battling. Which means, at any point from when the attack is declared, until the end of the Damage Step, effects are activatable. So yes, Rat would activate. Also, it activates outside the field, so it's not negated anymore, so that wouldn't even matter.

 

I got that part, yes, but thanks for clarifying the tutoring thing. It's a very usable concept, but I was being a little closed-minded and thinking in terms of Empty Jar, which I have been playing constantly on DN this week. 

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[quote name="Mihails Tāls" post="6229267" timestamp="1372357741"]I got that part, yes, but thanks for clarifying the tutoring thing. It's a very usable concept, but I was being a little closed-minded and thinking in terms of Empty Jar, which I have been playing constantly on DN this week. [/quote] DN will do that to you haha. Anyway, if you're interested the finished Archetype can be viewed by clicking the link in my Signature

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I'll give it a gander, and a review, too. On a note more pertinent to this topic - I'm trying to create a LIGHT archetype based around a Field Spell that resolves around effects activating when cards are banished, like Scraps with destruction or Dark Worlds with discarding.

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I'll give it a gander, and a review, too. On a note more pertinent to this topic - I'm trying to create a LIGHT archetype based around a Field Spell that resolves around effects activating when cards are banished, like Scraps with destruction or Dark Worlds with discarding.

For extra difficulty and originality, make it only resolve when banished from the field.

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For extra difficulty and originality, make it only resolve when banished from the field.

 

Good idea - that was already so with the prototype card I made - a sort of generic searcher/tutor for the archetype, but I tried to jazz it up a bit more by making it search different types of card depending on whether it was discarded or banished. 

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I'm trying to make an archetype based on Convenience Stores, but I'm not sure what I want their effect gimmick to be.

I think I'll call them "Convenient", for the archetype name. Anyone have any ideas for their gimmick?

 

You may as well be asking us to make the archetype for you... the whole point of an archetype is the gimmick.

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  • 3 weeks later...

I'm trying to come up with some concepts for my next Archetype. I have the name, they're going to be called Gorgeous, and they all have wings, and a from different Attributes and types. They play with Continuous Spell Cards, and Fusion Monsters. I just need some effects, and I'm not sure where I want to really go with it yet.

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I'm trying to come up with some concepts for my next Archetype. I have the name, they're going to be called Gorgeous, and they all have wings, and a from different Attributes and types. They play with Continuous Spell Cards, and Fusion Monsters. I just need some effects, and I'm not sure where I want to really go with it yet.

That's it? What's their flavor? Go from there.

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  • 2 weeks later...

I came up with this cool (at least I think it's cool) new archetype called Polygon monsters. The actual effects of the monsters mostly deal with polygon monsters. I do have one combo in order to summon a fusion monster, Polygo-Fuse Bot. You fuse three guys, and two of them help to find the right cards in order to fusion summon the guy (which has 4000 attack) and the other lets you search for a level 4 or lower "Triangle" guy in your graveyard when he is sent there.

Here is the link to the page with the cards on it:

http://forum.yugiohcardmaker.net/topic/305406-polygonal-arsenal/

Please give any ways to improve or de-OP (overpower) the cards.

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  • 2 weeks later...

Yo guys. I'm new to making realistic cards but I've had the idea and started to make cars based around an archetype that centers on Card Destruction. The Archetype itself is called "Corrupt" and the majority of the effects center around destroying traps, spells, monsters and sending cards from the hands and deck to the graveyard. However to limit the over use of this, the monsters have to fulfill certain action or pay to use the effects such as discarding cards, tributing cards or removing cards from the graveyard and in some cases paying life points.

 

Is this a worthwhile pursuit?

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  • 1 month later...

I have a concept of an Archtype, which it`s main goal is to summon an Xyz monster which can be created by 3 level 9 monsters of the archtype.

The card will have 0/0 atk and def and his effect will be that each turn, you may detach one xyz material to decrease your life points by half and increase your atk and def at the same amount. 

The second effect of it will be that when it destroys an enemy monster card it gives you a certien amount of life points. 

The third effect of it is that when you have 0 xyz materials you increase it`s atk by half of it`s current atk. 

 

What do you think about this concept, and how the archtype might be designed to support it?

 

Im kinda returning into making cards, so any help with effect grammer, balance, etc will be honored. :)

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I have a concept of an Archtype, which it`s main goal is to summon an Xyz monster which can be created by 3 level 9 monsters of the archtype.

The card will have 0/0 atk and def and his effect will be that each turn, you may detach one xyz material to decrease your life points by half and increase your atk and def at the same amount. 

The second effect of it will be that when it destroys an enemy monster card it gives you a certien amount of life points. 

The third effect of it is that when you have 0 xyz materials you increase it`s atk by half of it`s current atk. 

 

What do you think about this concept, and how the archtype might be designed to support it?

 

Im kinda returning into making cards, so any help with effect grammer, balance, etc will be honored. :)

 

It'd have the issue that each turn it'll gain less ATK than the previous time.

I'd say it has almost as many limitations as the legal version of The Winged Dragon of Ra.

If it'd only have a way to make it so that the longer you can keep it out, the bigger the reward. Sort of like Shark Caesar does it.

 

What I just said is just refering to it's design of rewarding the effort. Speaking of the aspect of power, gaining the amount of ATK this card can potentially have is easily breakable depending on how it's dealt with. Just keep that in mind.

 

For now, I can suggest the last effect to be changed. An effect for when it has no Materials would be good for when you are reviving it.

However the current version has high enough ATK as it is when it has Xyz Materials. Anything more for when it runs out of them is just overkill and not really needed. That's why I'd advice you either change it for something different or just flat-out remove it's last effect.

 

The effect that gains Life Points when it destroys a monster is good.

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It'd have the issue that each turn it'll gain less ATK than the previous time.

I'd say it has almost as many limitations as the legal version of The Winged Dragon of Ra.

If it'd only have a way to make it so that the longer you can keep it out, the bigger the reward. Sort of like Shark Caesar does it.

 

What I just said is just refering to it's design of rewarding the effort. Speaking of the aspect of power, gaining the amount of ATK this card can potentially have is easily breakable depending on how it's dealt with. Just keep that in mind.

 

For now, I can suggest the last effect to be changed. An effect for when it has no Materials would be good for when you are reviving it.

However the current version has high enough ATK as it is when it has Xyz Materials. Anything more for when it runs out of them is just overkill and not really needed. That's why I'd advice you either change it for something different or just flat-out remove it's last effect.

 

The effect that gains Life Points when it destroys a monster is good.

 

The effect that he gains Life Points when it destroys a monster was meant to balance the Life Points cost, but you are right about the other two effects.

I think I`ll remove the last effect, and I still don`t know how to modify the first one to still keep the card concept but make it more rewarding as you say...

Btw don`t forget that it`s an Archtype concept, and this is the Elite card of the archtype.

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The effect that he gains Life Points when it destroys a monster was meant to balance the Life Points cost, but you are right about the other two effects.

I think I`ll remove the last effect, and I still don`t know how to modify the first one to still keep the card concept but make it more rewarding as you say...

Btw don`t forget that it`s an Archtype concept, and this is the Elite card of the archtype.

 

That's true. I was reviewing it as a standalone card.

In that case, I'd say you don't have to worry about the first part becoming "better" if you find a way for the archetype to work towards that goal.

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That's true. I was reviewing it as a standalone card.

In that case, I'd say you don't have to worry about the first part becoming "better" if you find a way for the archetype to work towards that goal.

 

I got a little deeper idea for the Archtype, manipulating your Life Points as costs to effects. some cards will reduce your life points some will increase, but some cards will benefit from you being low and some will benefit from you being high, and on the top of all the cards this card will be the most high life points beneficial, so if you use the archtype cards to increase your life points at the right time, you can get alot of atk with it and vica versa.

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  • 3 weeks later...

I've got a half-baked archetype whose gameplay gimmick is banish-milling the opponent, punishing them for high draw-power and high-searching yet not directly destroying the enemy's hand advantage. The entire archetype would revolve around this card:

 

[spoiler=Bewilderment]

Continuous Spell

Each time your opponent's deck would be shuffled, before it is shuffled, banish the top card from their deck. When your opponent adds a card to their hand with the same name as a card banished by the effect of 'Bewilderment', your opponent banishes the top 2 cards of their deck.[/spoiler]

 

[spoiler=Long Explanation]

 

Right off the bat, this card would introduce interesting interactions with searchers and draw-power-boosts. Every time the opponent searches for a card, they have to banish a card from the top of their deck, and furthermore the opponent will be disincentivized from searching for another copy of the banished card unless they want to have another 2 cards banished from their deck, giving Bewilderment an even larger chance to activate the next time they add a card to their hand. Eventually, Bewilderment would likely go on a runaway escalation, as every subsequent banished card increases the chance of Bewilderment activating the banish-2-cards effect on a draw or search. Plus, you can have multiple Bewilderments on the field at once, multiplying the banish-milling effect's rate.

 

The archetype itself, however, derives its inter-card support in an interesting way: by forcing the opponent to shuffle their deck and/or draw more cards. With cards such as:

 

[spoiler=Lost Inspiration]

Continuous Spell

Once per turn, you can look at your opponent's deck, and select a card; add that card to your opponent's hand, then shuffle their deck. At the End Phase of your opponent's next turn, banish that card from your opponent's hand, field, or Graveyard. Cards banished by this effect are treated as if they were banished by the effect of "Bewilderment".[/spoiler]

 

This card immediately forces a shuffle, which when combined with Bewilderment is a banish-1, and also brings a time-delayed banish on the next turn at the expense of giving the opponent a hand+1 (which can easily be mitigated by selecting a card they won't be able to easily use, since you're the one choosing). Rather harmless effects on their own- maybe even beneficial, but effective in combination.

 

[spoiler=Scattered Thoughts]

Normal Spell

Your opponent draws 3 cards, then banishes 2 of those cards. Cards banished by this effect are treated as if they were banished by the effect of "Bewilderment".[/spoiler]

 

This is basically Graceful Charity except on your opponent, giving them a +1 hand advantage in exchange for an immediate banish-2. Again, a beneficial effect becomes a potentially huge mill, since Bewilderment would activate for each card drawn, and possibly banish an entire 6 cards from the opponent's topdeck- and even if that doesn't happen, getting 2 cards in the banished zone will increase the possible triggers for Bewilderment in the future.

 

On the other hand, if the player isn't interested in simply defending their continuous spells and milling the opponent out, there would also be Monsters in the archetype. These monsters are divided into two kinds: low-leveled DARK Psychic-type Spirit Monsters which cannot be special summoned, and high-leveled LIGHT Psychic-type Monsters which cannot be normal summoned. 

 

[spoiler=Wisp of Dementia]

Spirit Monster

DARK Lv.3 Psychic-type

0/650

This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or flipped Face-up. When this card is flipped Face-up: Your opponent banishes the top 3 cards of their deck. Cards banished by this effect are treated as if they were banished by the effect of "Bewilderment".[/spoiler]

 

[spoiler=Wisp of Surprise]

Spirit Monster

DARK Lv.1 Psychic-type

200/650

This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or flipped Face-up. When this card returns to the hand: shuffle your opponent's deck.[/spoiler]

 

Both of these DARK Psychic monsters are rather weak whose effects work in tandem with Bewilderment. This trend would hold true for all the Wisp monsters that support this archetype, possibly yielding gameplay similar to the Ghostricks. (Being Spirit Monsters, they can't be summoned by Emergency Teleport.)

 

However, the Wisps, which support the Bewilderment spells, are supported in turn by the final leg of the trifecta of archetypes, the Dreamscape monsters.

 

[spoiler=Dreamscape Apparition]

Effect Monster

LIGHT Lv.4 Psychic-type

1550/1250

If you have a Spirit Monster face-up on your side of the field, you can Special Summon this card from your hand by returning 1 of your opponent's banished cards to the Graveyard. Once per turn, you can target 1 Spirit Monster on your side of the field: make the Levels of that card and this card equal to the combined Level of both cards.[/spoiler]

 

The LIGHT Psychics of the faction all consume the banished cards of the opponent. Notably, they don't require the banished cards to have been banished by Bewilderment, meaning that they're an independently viable sub-faction.

 

Apparition is basically a Tannhauser Gate or Photon Satellite for Spirit Monsters, made better by the fact that it special-summons itself. By combining this with one of the above Spirit Monsters, an instant Rank 7 or Rank 5 is created. By adding other, existing Spirit Monsters into the deck as well, a large variety of Xyz Summons become available- the sort of fast-paced support that Spirit monsters rather desperately need in these days.

 

However, this card doesn't particularly support the Bewilderment archetype itself. For that purpose, the Dreamscape Phantasm would exist.

 

[spoiler=Dreamscape Phantasm]

Effect Monster

LIGHT Lv.5 Psychic-type

1750/1250

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 1 of your opponent's banished cards to the Graveyard. When this card is Special Summoned: you can Set a Spirit Monster with 650 or less DEF directly from your deck.[/spoiler]

 

Obviously, the 650-DEF limitation is perfect for the Wisps. A handful of classic Spirit Monsters like Inaba White Rabbit, Fushi-No-Tori, Otohime, and the ever-reviled Yata-Garasu fall into this classification as well, but none of them are particularly playable. The only possibly notable non-Wisp combination I can see comes from, perhaps, using Phantasm to search for Kinka-Byo, which can then grab any Lv1 from the grave, leading into the seed of a Lv1-centric deck. 

 

[spoiler=Dreamscape Spectre]

Effect Monster

LIGHT Lv.8 Psychic-type

2550/1250

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 of your opponent's banished cards to the Graveyard. If this card would be destroyed, you can return 1 of your opponent's banished cards to the Graveyard instead. When this card is removed from the field: Your opponent draws 1 card, then banishes 1 card from their hand. Cards banished by this effect are treated as if they were banished by the effect of "Bewilderment".[/spoiler]

 

Finally, we've got Spectre, the beatstick of the deck, and while it's not the strongest for a Lv8, it does have the ability to prevent its own destruction by slowly consuming your opponent's banished cards. Plus, Spectre also packs an effect which activates on-removal, acting as a Card Trader for the opponent; again, a benign effect, which when combined with Bewilderment itself might lead into a chain of banished top-deck cards, feeding even more fuel into the banished zone for further summons. [/spoiler]

 

tl;dr: Bewilderment banishes a card whenever the opponent shuffles their deck, which means whenever the opponent searches for a card from their deck, and the more cards Bewilderment banishes the more likely it is to banish cards when the opponent actually adds a card to their hand, resulting in what could really snowball against a search/draw-heavy deck. Other cards support Bewilderment with benign effects like forcing the opponent to shuffle their deck or giving them Card Trader-esque opportunities to draw-then-banish, in the process triggering Bewilderment's effects and causing the mill to snowball even more quickly. Finally, monsters which special summon themselves by returning the banished cards of your opponent to the graveyard are used as beatsticks and Xyz opportunities.

 

Thoughts? 

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