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


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Actually, I have an idea:

 

 

1 mana is lost when a player takes 1500 Effect Damage.

1 more mana can be placed from the top of the Deck when that player gains 1500 Life Points.

 

That...should work. Also, burn/gain would be kept track of. For example:

 

500 Burn 1 turn.

800 Burn 2 turn.

400 Burn 3 turn = lose 1 Mana (start with 200 burn)

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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.

Well, it's burning land that's the biggest problem to be honest. it's too good for it's own good. 

Well any consistent burn card is bad.

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Actually, I have an idea:

 

 

1 mana is lost when a player takes 1500 Effect Damage.

1 more mana can be placed from the top of the Deck when that player gains 1500 Life Points.

 

That...should work. Also, burn/gain would be kept track of. For example:

 

500 Burn 1 turn.

800 Burn 2 turn.

400 Burn 3 turn = lose 1 Mana (start with 200 burn)

 

That sounds interesting. Maybe not EXACTLY like that, but that gives me an idea.

Maybe make it so that, you give away the chance to gain/inflict a certain amount of points in exchange for that mana movement.

So that you don't win/win with bigger burn/LPgain

 

I also think it's a bit too complicated to keep track of burn/gain for the turn, let's keep that on a burn by burn/heal by heal basis.

 

For example, let's go with 1000 (1500 is a tad high for the version I'm writing here... probably). If you use Dian Ketto, you add the mana instead of gaining Life, if you burn 1600 damage with Secret Barrel, you can instead burn your opponent for 600 and -1 a mana of their choice.

 

Also, no multi-mana-gain per effect. Zolga's +2000 won't give you +2 mana. +1 and +1000LP at best.

 

What do you think? =0

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Well, 1000 is a debatable amount, and it sure doesn't have to be the same amount for both losing and gaining mana.

 

If it works, I'll update the OP.

At least for the mean time. Until new issues appear xD

 

Though, I feel bad for small amounts.

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So the gain/loss has to be on the spot?

That's what I'm thinking. What do you say?
Marie the Fallen One sounds hilarious when given a purpose, so I'm trying to think of alternatives. 

For the moment, yeah.

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That's what I'm thinking. What do you say?
Marie the Fallen One sounds hilarious when given a purpose, so I'm trying to think of alternatives. 

For the moment, yeah.

Well yes Marie is pretty darn good same with Goblin Thief.

 

How about this. If you would gain life & decide instead to add a mana. You cant play a natural mana that turn?

 

And for burn. If you would be hit by burn you can instead send a mana to your deck & draw 1 card.

 

Hows that?

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The burn bit would be somewhat underwhelming, giving the choice to the person taking the damage of wether to take it or not, will make it a very ineficient system. 

I don't want to break it either but, they'd probably choose to take the damage for a while, then just start accepting the mana loss when in the danger zone.

 

The heal one will only make it worth using healing effects when at least 2 are out, which would probably already be a semi-dedicated heal strategy.

hmm...

Not sure what to think of that one. It is worth testing.

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The burn bit would be somewhat underwhelming, giving the choice to the person taking the damage of wether to take it or not, will make it a very ineficient system. 

I don't want to break it either but, they'd probably choose to take the damage for a while, then just start accepting the mana loss when in the danger zone.

 

The heal one will only make it worth using healing effects when at least 2 are out, which would probably already be a semi-dedicated heal strategy.

hmm...

Not sure what to think of that one. It is worth testing.

How about mana stunning then?

 

Where, when you get burned one of your mana gets forcefully tapped? This way at least you dont lose the mana but still take a penalty. 

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How about mana stunning then?

 

Where, when you get burned one of your mana gets forcefully tapped? This way at least you dont lose the mana but still take a penalty. 

I was thinking about that too, though my idea is very vague xD
That could work, too =D

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I was thinking about that too, though my idea is very vague xD
That could work, too =D

 

So Life Mana & Mana Stun

 

Life Mana: In the exchange of not gaining life you gain 1 mana. However you cannot play a natural mana that turn.

 

Mana Stun: When you take effect damage (burn) one of your untapped mana's (if any) is forcefully tapped & cannot be untapped until your next turn.

 

This seems decent enough without totally being one sided either way. 

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BLS seems like it's gonna be a very cheap card.

 

Damn Konami and it's card balancing skills.... The formats I can think about always have something like this appear eventually, and that eventually is always rather soon xD

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Ah well, BLS does take a bit more of a hit still.

 

Cause you'r going to be playing 1-3 mana the turn you summon it.

 

1 for the summon. Then if you have it atk, that's another mana, a 3rd for it's effect double atk eff. Or you pay 1 for it's other effect.

So it'll range from 1 to 2 every turn after.

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Life Mana: In the exchange of not gaining life you gain 1 mana (still the top card from your Deck? Or something?). However you cannot play a natural mana that turn.

 

Mana Stun: When you take effect damage (burn) one of your untapped mana's (if any) is forcefully tapped & cannot be untapped until your next turn.

That means no "color" mana right? And where do we put that extra mana from?

 

Other than those questions, these rules seem quite fair :3

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That means no "color" mana right? And where do we put that extra mana from?

 

Other than those questions, these rules seem quite fair :3

Natural mana is just another word for the mana you play from your hand. The Life Mana as it already does would come from the top of the deck as before and would go to the same place.

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On a note:

 

BLS, Grapha, etc. Do not start a chain.

 

High Priestess, Mermail Abyssmegalo, Gorz, etc, do.

 

That means, BLS would still require 3 Mana including 1 of them being LIGHT, same for Grapha except 1 of them being DARK where as Gorz, High Priestess, and Megalo would just require 1 colorless.

*goes check Wikia*
Oh, that's true, it doesn't start a chain. That would mean BLS will need just it's LIGHT mana, which is... actually cheaper, looking at how it needs no Tributes/Materials to pay extra Mana for.

 

Should I add those banishing costs too (as you imagined it worked in that post)?

It'd kill old elemental cards like Garuda Spirit, and also Rainbow Dark Dragon, because BLS happens to be sooooo cheeap..

 

 

 

I was wondering if the starting hand could be 6 instead of 5. Hand limit could stay the same of course.

I like this idea. Mana does suck the hand a bit from the few lone tests I've done xD

I think I'll add it to the OP right now, in fact.

 

 

 

 

Btw, I've been updating the OP regularly, just so you all know.

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Should I add those banishing costs too (as you imagined it worked in that post)?

It'd kill old elemental cards like Garuda Spirit, and also Rainbow Dark Dragon, because BLS happens to be sooooo cheeap.

Well..the banishing cost is more or less an equivalent of materials...that's how I pictured it in Monsters for their "Summon Conditions", but that is ignored for "Effect Summons".

 

Basically:

Banish 1 LIGHT and 1 DARK monster = 2 Mana

BLS is LIGHT = 1 LIGHT Mana

3 Mana Total

 

Grapha (summoning from the Graveyard)

Bounce 1 "Dark World" monster = 1 Mana

Grapha is DARK = 1 DARK Mana

2 Mana Total (for its Graveyard Summon).

 

High Priestess = Effect = 1 Colorless Mana + the Revealing of cards

 

Megaloabyss = Effect = 1 Colorless Mana + the Discarding of 2 WATER monsters.

 

etc, etc.

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