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


Mehmani

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Right, so here's an idea I've been working on on and off, been looking for inspiration. Basically, the archetype is focused around cards that a) have an effect along the lines of "This card's name becomes 'Kleav' while on the field or in the graveyard" and b ) have effects that change the name of your opponent's monsters to "Kleav."

 

Problem is, I'm not sure where to go from there. Having a lot of cards with the same name on both sides of the field isn't particularly useful if you don't have any cards that take advantage of it. What do you guys think? Any ideas to help inspire me on this one?

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Right, so here's an idea I've been working on on and off, been looking for inspiration. Basically, the archetype is focused around cards that a) have an effect along the lines of "This card's name becomes 'Kleav' while on the field or in the graveyard" and B) have effects that change the name of your opponent's monsters to "Kleav."

 

Problem is, I'm not sure where to go from there. Having a lot of cards with the same name on both sides of the field isn't particularly useful if you don't have any cards that take advantage of it. What do you guys think? Any ideas to help inspire me on this one?

Harpies.

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Right, so here's an idea I've been working on on and off, been looking for inspiration. Basically, the archetype is focused around cards that a) have an effect along the lines of "This card's name becomes 'Kleav' while on the field or in the graveyard" and B) have effects that change the name of your opponent's monsters to "Kleav."

 

Problem is, I'm not sure where to go from there. Having a lot of cards with the same name on both sides of the field isn't particularly useful if you don't have any cards that take advantage of it. What do you guys think? Any ideas to help inspire me on this one?

Fusion Monsters that require "Kleav" from either side.

Effect Monsters that can equip 1 "Kleav" from either side to themselves and gain benefits from it.

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I'm thinking of revamping my Dragon Revolters (which is kinda my pet project for now) and I'm looking ideas on what I can do for a theme based on the following idea.

A Group of Dragons that are made to shut down the Dragon Rulers. But they also are able to battle against other Element-based Decks.

The theme will actually have a back-story as well.

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So I made my own deck called "Black Moon" it contains 4-5 monsters my strongest being Black Moon Chaos Dragon and like 2 spell cards I also made my own anime with 5 seasons the longest one is 63 Episodes that I created I also have character designs that I haven't started drawing yet if anyone wants to help me with my characters or if you want to see my cards i made, please just message me or email me at [email protected]

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I'm thinking of revamping my Dragon Revolters (which is kinda my pet project for now) and I'm looking ideas on what I can do for a theme based on the following idea.

A Group of Dragons that are made to shut down the Dragon Rulers. But they also are able to battle against other Element-based Decks.

The theme will actually have a back-story as well.

hope this can help you:

 

Dragon Emperor of the [Element Words]

: While this card is in your hand or Graveyard ,when an effect of [Attribute] monster in either player's hand or Graveyard is activated; you can negate the activation and banish it, then Special Summon this card. If this card is Special Summoned this way, banish it when it leaves the field

 

i think it need more effects to became an archtype, and if they're complete, i think i like the LIGHT one most because of Bujins (that keep stronger and stronger nowadays

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I'm working on a 2 or 3-material Rank 3 with 3000 ATK (!) that vacuums (literally, as it's a black hole) up your field advantage in exchange for sheer power. Each turn, you must attach 1 monster (of any level) you control to it every Standby Phase, then detach 1 monster during your End Phase. You also need to detach to attack with it. If it doesn't have any Materials, it self-destructs.

 

The effect goes something like this:

(2 or 3) Level 3 monsters
Once per turn, during your Standby Phase, you must attach 1 monster you control to this card as an Xyz Material; if you cannot, destroy this monster. When you declare an attack with this card, detach 1 Xyz Material from this card. During your End Phase: Detach 1 monster from this card.
3000/2800
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I'm working on a 2 or 3-material Rank 3 with 3000 ATK (!) that vacuums (literally, as it's a black hole) up your field advantage in exchange for sheer power. Each turn, you must attach 1 monster (of any level) you control to it every Standby Phase, then detach 1 monster during your End Phase. You also need to detach to attack with it. If it doesn't have any Materials, it self-destructs.

Just don't make it DARK.
Since the last thing we need is Tour Guide being a target for EEV.

A Group of Dragons that are made to shut down the Dragon Rulers. But they also are able to battle against other Element-based Decks.

Doesn't that seem a little counter-productive, though?
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  • 1 month later...

I was thinking of making an archtype that uses level 4 Spellcasters with strong effects but weak stats to form a control deck.

Now, I have hardlt experience with control decks, spell counters, Synchro monsters or Xyz monsters, so I have no idea how overpowered things might be, so I'd like to ask for some guidance.

 

I have basically two ideas for the cost of the Spellcasters' effects, either:

  • Once per turn, you can send the top card of your deck to the Graveyard; if it was a Spell Card...

or

  • When this card is Normal Summoned: place 3 Spell Counters on it (max. 3). During your Standby Phase: place 1 Spell Counter on this card. Once per turn you can remove 3 Spell Counters from this card, then...

What I like with the first one is that is somewhat random, maybe balancing the strong effects of the monsters (?) and still allowing for various support cards (cards that allows you to place a Spell Card on the top of your deck). And also because you don't really want Trap Cards, I could have fun making Spell versions of everyone's favourite Trap Cards (Quick Play Mirror Force anyone?).

 

What I like about the second one is that it feels very "magey" with having your Spellcasters regenerate "mana" over time, but I'm a little worried that there might be too much good Spell Counter support I don't know of. Also, it feels less original.

 

Anyone have an opinion on the matter?

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I vote for the second effect, because it is less risky and their deck wouldn't require a high amount of Spells that might end up of as a variant of an Spellbook deck.

I would say Spell Counters are still undersupported, as basically they have not been given any new cards since Tempest Magician: the latest card involving Spell Counters is Spellbook Star Hall, which cannot transfer counters to other cards and thus won't be able to make your monster's effects any faster.

 

In addition, if your Spellcasters are meant to have powerful effects, then they might turn "Magical Citadel of Endymion" and even "Pitch-Black Power Stone" (which, as far as I know, currently see play only in casual decks) into equally powerful cards and give them a place in the competitive environment.

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So I have this half-baked idea for a tribute summoning archtype based around the theme of the Aztec creation myths. Part of the idea is to create a bloodbath - tributing lots of monsters to summon more powerful ones, then tributing those monsters to summon greater monsters still. Anti-special summoning would be another aspect of the archtype, and using offensive tributing as a primary method of blowing up enemy cards.The exorbitant tribute costs of some monsters in the archtype can only be met by the archtype's support cards, like the theoretical Autosacrifice spell, which allows chunks of lp to be used as tribute, and monster Mictlantecuhtli who allows monsters in the graveyard to be recycled as tributes.

 

There was also this idea of tributing your most powerful monsters to summon each of the Five Suns in turn, each providing game-changing benefits if you're able to get them up, with presumably the Fifth Sun winning the duel if it leaves the field.

 

But like I said, these are all just half-baked ideas right now. I'd appreciate any input. Card ideas, criticisms of or ideas for the archtype in general are examples of the input I desire.

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  • 3 weeks later...

I vote for the second effect, because it is less risky and their deck wouldn't require a high amount of Spells that might end up of as a variant of an Spellbook deck.
I would say Spell Counters are still undersupported, as basically they have not been given any new cards since Tempest Magician: the latest card involving Spell Counters is Spellbook Star Hall, which cannot transfer counters to other cards and thus won't be able to make your monster's effects any faster.

In addition, if your Spellcasters are meant to have powerful effects, then they might turn "Magical Citadel of Endymion" and even "Pitch-Black Power Stone" (which, as far as I know, currently see play only in casual decks) into equally powerful cards and give them a place in the competitive environment.

I haven't been playing for like three years so I had never heard about the Spellbook decks before, but I'll check it out!
Endymion I have seen back in the days, all I remember it has like seven effects. XD

What I had in mind for the first effect was to have some kind of Continous Spell Card that has the effect:

"Whenever a Spell Card or the effect of a Spell Card or Spellcaster-Type is activated: you can [...]; Monster and Trap Cards are also treated as Spell Cards."

So that you would be able to guarantee your effects to kick in. But then again, cards like MST can then destroy monsters as well, so the cost must be pretty hefty... : /


I might as well just go with the Spell Counters instead, especially since you say you prefer them. Thanks for the input! ; )

So I have this half-baked idea for a tribute summoning archtype based around the theme of the Aztec creation myths. Part of the idea is to create a bloodbath - tributing lots of monsters to summon more powerful ones, then tributing those monsters to summon greater monsters still. Anti-special summoning would be another aspect of the archtype, and using offensive tributing as a primary method of blowing up enemy cards.The exorbitant tribute costs of some monsters in the archtype can only be met by the archtype's support cards, like the theoretical Autosacrifice spell, which allows chunks of lp to be used as tribute, and monster Mictlantecuhtli who allows monsters in the graveyard to be recycled as tributes.
 
There was also this idea of tributing your most powerful monsters to summon each of the Five Suns in turn, each providing game-changing benefits if you're able to get them up, with presumably the Fifth Sun winning the duel if it leaves the field.
 
But like I said, these are all just half-baked ideas right now. I'd appreciate any input. Card ideas, criticisms of or ideas for the archtype in general are examples of the input I desire.

Sounds like an archtype made for Mausoleum of the Emperor? ; )

Or maybe, to balance things out maybe most of their effects only activate if their were Tribute Summoned, so that they are harder to recycle from the Graveyard? (but the archtype support always has the "This Summon is treated as a Tribute Summon." to them)
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