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Sort-of-mana-system for YGO... kind of format.


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That was a mis type, my apologies and to be honest I don't think a late game player is even possible how it's made out. 

 

You would have to constantly each turn put mana in play and do almost nothing. Sue you can chump block but that in of itself takes another card away from your hand. So by your third turn you would have next to no hand. If you didn't chump block though by turn three you'd have a 5 card hand but then what? You dark hole & clear their board? Sure that sounds good in theory but is it really? It buys you a turn or two but that's about it.

 

Now me playing Madolche did allow me to get a fair amount of maintained advantage (mainly cause during three of those games I had a starting hand that consisted of Magi) but I did still have to wait a bit before i got the ball rolling.

 

As for how long the duels got, i would say around 10-12 turns for each of us.

It's not hard to spend a single colorless mana for Battle Fader, and the accumulation of mana for big plays is kind of the point. 

 

There is also that you can't really finish defining the format just yet. That's just an idea of how limited/unlimited Madolches/w/e Chance is using, are in here.

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It's not hard to spend a single colorless mana for Battle Fader, and the accumulation of mana for big plays is kind of the point. 

 

There is also that you can't really finish defining the format just yet. That's just an idea of how limited/unlimited Madolches/w/e Chance is using, are in here.

Hmm......but I thought you needed to pay a Attribute mana of the same kind in order to use abilities of monsters? I mean thats how me and chance were playing anyways. Like paying an earth to summon magi & another Earth to pay her searching cost.

 

Also, fair point.

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Well, I wrote it as just the "Summon" cost, and only that. Spell/Traps use anything, and attacks/effects too. It'd literally be impossible to play multi-attribute decks otherwise =S

 

Have you found that a bit too restrictive, or is it just the case in my theory? D=

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Well, I wrote it as just the "Summon" cost, and only that. Spell/Traps use anything, and attacks/effects too. It'd literally be impossible to play multi-attribute decks otherwise =S

 

Have you found that a bit too restrictive, or is it just the case in my theory? D=

 

So only the summon needs the correct attribute mana and anything other action uses colorless? if so then I do believe Chance would deem it fair enough. He was running Glad Fists so most of his deck was built around fire but he had a few others attributes which sort of screwed him over in terms of summoning & then having to pay any ability costs.

 

Speaking of summoning, how would a card such as Madolchepalooza or Rfadd work? Woul you only need to pay their initial costs?

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Yes you only need to pay for the Spell/Trap's activation cost. If they Summon something, it's part of their effect, which you already payed for.

 

Also, yes, only the Summons need the specific colors, nothing else (at least the way I imagined it).

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Hmm...well if its the case of playing abilities as colorless...then that could switch the mark, but archtype mana still seems like something to think about, especially in such cases. Like for the fact that certain decks won't be able to play certain cards because certain monsters in their deck aren't of that attribute. With that being the case, cards like Gyzarus can't be played in Gladiators so easily because of the fact that he's DARK and there are no DARK Gladiators that reside in the Main Deck. Even further, running "good" darks in Gladiators could be a bit of an issue and doesn't really look good. But...I'll test it out with "colorless" abilities for now :o

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Hmm...well if its the case of playing abilities as colorless...then that could switch the mark, but archtype mana still seems like something to think about, especially in such cases. Like for the fact that certain decks won't be able to play certain cards because certain monsters in their deck aren't of that attribute. With that being the case, cards like Gyzarus can't be played in Gladiators so easily because of the fact that he's DARK and there are no DARK Gladiators that reside in the Main Deck. Even further, running "good" darks in Gladiators could be a bit of an issue and doesn't really look good. But...I'll test it out with "colorless" abilities for now :o

Well wouldn't Monster Type mana be a better balancing factor? With Attribute mana still being implemented of course.

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There is a question:

 

Setting monsters require 1 Mana (+ other requirements)

 

But what about Spells/Traps?

Those do not.

Setting a monster is at the very least a wall and/or a FLIP that'll trigger as soon as you change it.

Setting a Spell/Trap does nothing until you want to use it.

 

 

Btw, I forgot to take "Flip Summon" as part of the costy actions, since you already payed to Set it in the first place.

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k

 

Also, vs. Life Mana decks:

 

Bad Reaction to Simochi is the card to side.

Oh god.... That sounds awful... attempting to +1 mana with something, only to lose 1 instead.

 

EDIT:

Btw, speaking of that.

I purposely made this part unclear but, how should I go about this aspect of the gaining/losing mana mechanic?

Should the owner of the mana or the opponent, or the player doing the damage, be the one to choose which mana card should dissapear?

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There must be better ways to go around that rule.

The "gain life" part looks alright for extra stuff, but maybe.... hmm..

 

what if I just removed the hability to take out mana as a whole?

burn is clearly going out of my plans. I was thinking in Tremendous Fire and Hinotama, and thought even Chain Burn is alright, but certain other cards are bad here.

 

After all, Life Gain has close to no purpose, while burn DOES get someone closer to winning anyways, so it might not need to be linked to something else.

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Burning land is the card to play burn wise. You screw yourself "but" you screw your opp. more since they take damage 1st. I was able to maintain & gain even with it out thanks to all of the life gain I had in the deck. Course it also helped that I had another burn card on turn 2 to clutch his mana to being only 1 at any given time.

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Unfortunately D.A., that also makes the game one sided which is bad. Maybe the whole Mana gain/lose should go...but it's up to Sleepy.

I'm in the best disposition to hear opinions.

burn looks like it turned out horribly.

Though LP gain is not too much of a problem, right?

It's just the burn side that did this.

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