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


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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.

Yeah, that sounds fair and good. We'll go with it.

I was hesitant from how it's different ways of using monsters that are being used for these kinds of cards, so a concrete way to word the rule is something I need to think about...

hmm I guess people will understand what is meant anyways... I'll see how I can make it work.

(though later, I'm half here and half doing class assignments xD )

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That would either become x2 mana or just getting the benefit of non-advantage consuming mana, or both.... mostly both.

I wonder if there are other similarly good plays for that. Maybe:

Pikeru turn 1 (also searchable with Apprentice Magician)

Poison of the Old Man for more versatility

Healing Wave Generator

Golden Apples (Oh Yes!)

Draining Shield (as a sort of +1 now?)

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That would either become x2 mana or just getting the benefit of non-advantage consuming mana, or both.... mostly both.

I wonder if there are other similarly good plays for that. Maybe:

Pikeru turn 1 (also searchable with Apprentice Magician)

Poison of the Old Man for more versatility

Healing Wave Generator

Golden Apples (Oh Yes!)

Draining Shield (as a sort of +1 now?)

Skull Marked Lady Bug. Play it in earth builds for a recyclable mana engine that isn't as good as Maria.

 

Also turn one Dark Grepher with two Maria's in in is the nuts..........Play a mana & tap it for Grephers ss pitching 1st Maria to grave. Turn 2, pay a mana & pitch 2nd Maria to get 3rd maria in grave  

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For DARKs, D.A. has it. Maria + Grepher is pretty cool and actually a deck of its own, but I also found out that it's the way certain decks are made that also gives them certain advantages or not.

 

Example:

 

D.A.'s DARK Marie Rush (I'm calling it that cuz that's what I kept seeing) - Lots of DARK Mana through Marie's Life Gain (since they trigger individually)

Advantage Fists (What I played) - The fact that all Fire Formation except for Extreme Fire Formation are Continuous Spells/Traps, makes them cheaper to play. Once you obtain 2 Mana, the deck runs on a slow advantage gain that you'd have to stop before its too late, and more often than not it's tricky to do that.

Costly Spells/Cheap Beaters [Spellbooks] - Spellbooks are hit nasty since most of their Spells are Normal/Quick-Play, but there is something they do have: (1) Colorless Priestess Summons. And in this format, beaters do have more play so she is an early game piece that's extremely valuable and useful all around.

Merlantian/Dark World Mandatories: Mandatory effects cost no mana = Dark Worlds get the full bonus of their first effects as well as Atlantians/Certain Mermails. Dark Worlds can run the Marie engine too, while Merlantians have the same advantage that Spellbooks have with monster summon effects.

 

The only deck that I've actually had a few issues with is Gladiators. They require: 1 (color) Mana for Summon, 1 for attack, 1 for trigger tag and (if optional) 1 for additional effects, the only 3 worth running being Samnite, Darius and Retiari. This deck is also multi-colored making it even more difficult, which is why Homplomus is an actual key card, arguably as much as Laquari.

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Ok, what you are doing is similar in a few ways to my Resource System for my YGO 2.0 version, so I am hitting a few similar problems and handling things very differently.

I too am using Attributes to match the "Mana" (not called that for my version) and I too require at least 1 matching Mana for that summoned monster, though I only have that restriction for Level 5 or higher monsters.  I do something less restricting for Level 4 or less because those are so necessary to survival.


I am also applying my Resources in a different way, which may or may not be more restricting in some ways compared to yours but more freeing in others (yes, I'm being vague because I'm not ready to reveal more depth about my game yet as it's still very pre-Alpha).

So you're not applying Mana to Monster effects or Continuous Card effects at all?  It's one of the things I'm having to figure out for my version as I still wished to reign in many of the problem cards.  Some cards aren't a problem in Summoning so much as a problem once they get out there, at least as far as (nearly) free card effects.

For example (and my normal go-to when it comes to talking about reining in and "un-breaking" cards):  Chaos Emperor Dragon.  In your system, he would still have to be banned because even if it's harder to summon (let's assume, a certain number of LIGHT and DARK mana to summon it in your format PLUS the original summoning requirement of banishing a LIGHT and DARK from Graveyard), but then once it gets out, it's still only 1000 LP for the effect.  Maybe there should be some additional mana cost in your format for Monster effects, at least for higher Level Effect monsters (let's say Level 7 or higher due to Boss monsters).  Maybe paying the Summoning cost again?

Actually, since BLS-Envoy is still legal and thus legal in your format, how are you handling it?  1 LIGHT mana and 2 any plus the original banish 1 LIGHT and 1 DARK (rather than 1 LIGHT mana and 1 DARK mana)  The effect is still "free"?

------------------------------------------------

Another problem we both (seem to have) ran into is in multiple-color decks, but I realized the problem is a design of the original game anyway.  The Attributes for the most part are HIGHLY irrevalent in YGO, and we've seen plenty of Decks in YGO where the theme is the point and the elements through the monsters are pointless, where as a game that started with a Resource system looks at the Colors first, so multiple color decks are not easy to start.

Even if you have "Archetype" Mana (or maybe it should be called "Tribal" Mana), doesn't that still mean you can't make any multi-color decks UNLESS they are themed?  Is that what you want?

Would you consider a "Type" Mana as well?  As in tapping a Dragon-Type monster for mana to summon or pay for a Dragon-Type monster summon?  Example:  If you have BEWD as a Mana Card, it could be tapped for LIGHT Mana or Dragon-Mana and used for a LIGHT monster or a Dragon-Type monster (or maybe even used to pay for a Dragon-Type support Magic/Trap card)?  That could be another way to get around multi-color problems as long as you have persistent Types in the Deck.  If you are doing multi-color, multi-Type decks (as in random splashing or very custom made decks), I don't know about that at all or if that should even matter.



---------------------------------

Another thing I notice is that decks like Infernity might get an unfair advantage in that you can just make cards in your hand into Mana rather than sit in your hand waiting, which frees up your head and we run into the "once they are on the field" problem again.













If any of this has been answered somewhere in the thread, I wrote most all of this as I attempt to read the 6+ pages and just copy/pasted it in, so I might have asked something that was answered.  It's a nice idea, but I can see it is not as easy to streamline for you either.

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Ok, what you are doing is similar in a few ways to my Resource System for my YGO 2.0 version, so I am hitting a few similar problems and handling things very differently.

I too am using Attributes to match the "Mana" (not called that for my version) and I too require at least 1 matching Mana for that summoned monster, though I only have that restriction for Level 5 or higher monsters.  I do something less restricting for Level 4 or less because those are so necessary to survival.


I am also applying my Resources in a different way, which may or may not be more restricting in some ways compared to yours but more freeing in others (yes, I'm being vague because I'm not ready to reveal more depth about my game yet as it's still very pre-Alpha).

So you're not applying Mana to Monster effects or Continuous Card effects at all?  It's one of the things I'm having to figure out for my version as I still wished to reign in many of the problem cards.  Some cards aren't a problem in Summoning so much as a problem once they get out there, at least as far as (nearly) free card effects.

For example (and my normal go-to when it comes to talking about reining in and "un-breaking" cards):  Chaos Emperor Dragon.  In your system, he would still have to be banned because even if it's harder to summon (let's assume, a certain number of LIGHT and DARK mana to summon it in your format PLUS the original summoning requirement of banishing a LIGHT and DARK from Graveyard), but then once it gets out, it's still only 1000 LP for the effect.  Maybe there should be some additional mana cost in your format for Monster effects, at least for higher Level Effect monsters (let's say Level 7 or higher due to Boss monsters).  Maybe paying the Summoning cost again?

Actually, since BLS-Envoy is still legal and thus legal in your format, how are you handling it?  1 LIGHT mana and 2 any plus the original banish 1 LIGHT and 1 DARK (rather than 1 LIGHT mana and 1 DARK mana)  The effect is still "free"?

------------------------------------------------

Another problem we both (seem to have) ran into is in multiple-color decks, but I realized the problem is a design of the original game anyway.  The Attributes for the most part are HIGHLY irrevalent in YGO, and we've seen plenty of Decks in YGO where the theme is the point and the elements through the monsters are pointless, where as a game that started with a Resource system looks at the Colors first, so multiple color decks are not easy to start.

Even if you have "Archetype" Mana (or maybe it should be called "Tribal" Mana), doesn't that still mean you can't make any multi-color decks UNLESS they are themed?  Is that what you want?

Would you consider a "Type" Mana as well?  As in tapping a Dragon-Type monster for mana to summon or pay for a Dragon-Type monster summon?  Example:  If you have BEWD as a Mana Card, it could be tapped for LIGHT Mana or Dragon-Mana and used for a LIGHT monster or a Dragon-Type monster (or maybe even used to pay for a Dragon-Type support Magic/Trap card)?  That could be another way to get around multi-color problems as long as you have persistent Types in the Deck.  If you are doing multi-color, multi-Type decks (as in random splashing or very custom made decks), I don't know about that at all or if that should even matter.



---------------------------------

Another thing I notice is that decks like Infernity might get an unfair advantage in that you can just make cards in your hand into Mana rather than sit in your hand waiting, which frees up your head and we run into the "once they are on the field" problem again.













If any of this has been answered somewhere in the thread, I wrote most all of this as I attempt to read the 6+ pages and just copy/pasted it in, so I might have asked something that was answered.  It's a nice idea, but I can see it is not as easy to streamline for you either.

Monster do have a 1 colorless mana cost for their effect if they are not mandatory. So you would need to pay a mana to activate Chaos Emperor Dragons effect.

 

I suggest Type mana but no one here seemed to like the idea and was for the most part blatantly ignored.

 

Also, Inferitys wouldn't really have that big of an advantage. They would need alot of mana to pull off their plays.

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Ok, what you are doing is similar in a few ways to my Resource System for my YGO 2.0 version, so I am hitting a few similar problems and handling things very differently.

I too am using Attributes to match the "Mana" (not called that for my version) and I too require at least 1 matching Mana for that summoned monster, though I only have that restriction for Level 5 or higher monsters.  I do something less restricting for Level 4 or less because those are so necessary to survival.

 

I thought about just making "Materials/Tributes = Mana cost" but leaving Level 4 or lower Main Deck monsters free of cost is dangerous. It usually is already easier to bring those out than heavier monsters, now in a format where heavy monsters have the drawback of mana costs, having the already quick and practical ones move as they please would be just opening up that gap. At least that's how I saw it.

 


I am also applying my Resources in a different way, which may or may not be more restricting in some ways compared to yours but more freeing in others (yes, I'm being vague because I'm not ready to reveal more depth about my game yet as it's still very pre-Alpha).


So you're not applying Mana to Monster effects or Continuous Card effects at all?  It's one of the things I'm having to figure out for my version as I still wished to reign in many of the problem cards.  Some cards aren't a problem in Summoning so much as a problem once they get out there, at least as far as (nearly) free card effects.

Maybe I forgot to update some details in one or more of my updates, but if the effect is something you activate on your own free will, it needs payment. Ignition effects like Judgment Dragon, Black-Luster Soldier, Incarnates, Junon, etc. Also, optional Trigger effects like Black Rose's field nuke, Tour Guide, Card of Safe Return, etc.

Continuous Effects, and mandatory effects like Monarchs, currenly need no payment. Though, if something becomes too problematic, any rule is subject to change.


For example (and my normal go-to when it comes to talking about reining in and "un-breaking" cards):  Chaos Emperor Dragon.  In your system, he would still have to be banned because even if it's harder to summon (let's assume, a certain number of LIGHT and DARK mana to summon it in your format PLUS the original summoning requirement of banishing a LIGHT and DARK from Graveyard), but then once it gets out, it's still only 1000 LP for the effect.  Maybe there should be some additional mana cost in your format for Monster effects, at least for higher Level Effect monsters (let's say Level 7 or higher due to Boss monsters).  Maybe paying the Summoning cost again?

Actually, since BLS-Envoy is still legal and thus legal in your format, how are you handling it?  1 LIGHT mana and 2 any plus the original banish 1 LIGHT and 1 DARK (rather than 1 LIGHT mana and 1 DARK mana)  The effect is still "free"?

 

For BLS, I think I need to update the OP to talk about a rule that makes Summoning conditions that are not effects, also consider monsters used as sort of "materials" for the Summon, causing it to require mana payment accordingly. Other than that, how it's supposed to work is:

-You pay 1 LIGHT mana + 2 mana. Then 1 mana to activate either effect. Then 1 mana each time it attacks.

It is still an absurdly cheap card to use compared to other cards in this format, but that's something to blame the card design for.

I'm mainly trying to make the game as a whole a bit more slow to give people more time to think, to give more spammy decks less of an edge versus slower ones, and to experiment and see how it turned out in practice. It still has many holes to patch on =D
------------------------------------------------

Another problem we both (seem to have) ran into is in multiple-color decks, but I realized the problem is a design of the original game anyway.  The Attributes for the most part are HIGHLY irrevalent in YGO, and we've seen plenty of Decks in YGO where the theme is the point and the elements through the monsters are pointless, where as a game that started with a Resource system looks at the Colors first, so multiple color decks are not easy to start.

 

Yeah, I'm a bit sour about Yugioh's way of handling that. They had 6 Attributes + 20 Types to work with in a total of 120 combinations, plus 12 Levels, Ritual Focus, Normal Monster Focus, Fusion Focus, Token/Counter/FLIP/Union Focus, They had so much to design from. It'd also keep Timmy players happy because everything pulled COULD be used somewhere with a certain degree of natural splashability. What did they do instead? They made an archetype-heavy game starting GX, dropped many of their ideas, over-supported others, and eventually jumped to a Special Summon-spam era, which I actually LIKE Synchros and Xyz mechanics a lot, but still.

Even if you have "Archetype" Mana (or maybe it should be called "Tribal" Mana), doesn't that still mean you can't make any multi-color decks UNLESS they are themed?  Is that what you want?

 

I think D.A  mentioned that idea, too. Though I was unsure about it, because Incarnates provide support kind of like that, and it might have turned out to give too many options, but right now, I'm thinking it'd be a good idea. Rather than harm, I think it'd give a bit more freedom in Deck-building without giving too much either. I think I'll implement that. 

It is actually more of my liking than archetype mana, but the game is really not build to make it matter much sadly.

D.A. I'm giving you credit here~ xD

Would you consider a "Type" Mana as well?  As in tapping a Dragon-Type monster for mana to summon or pay for a Dragon-Type monster summon?  Example:  If you have BEWD as a Mana Card, it could be tapped for LIGHT Mana or Dragon-Mana and used for a LIGHT monster or a Dragon-Type monster (or maybe even used to pay for a Dragon-Type support Magic/Trap card)?  That could be another way to get around multi-color problems as long as you have persistent Types in the Deck.  If you are doing multi-color, multi-Type decks (as in random splashing or very custom made decks), I don't know about that at all or if that should even matter.



---------------------------------

Another thing I notice is that decks like Infernity might get an unfair advantage in that you can just make cards in your hand into Mana rather than sit in your hand waiting, which frees up your head and we run into the "once they are on the field" problem again.



Alright, and thanks for this comment xD









If any of this has been answered somewhere in the thread, I wrote most all of this as I attempt to read the 6+ pages and just copy/pasted it in, so I might have asked something that was answered.  It's a nice idea, but I can see it is not as easy to streamline for you either.

 

 

 

 

 

P.D: I really hate how the quotes get slised into sections when I hit enter =(

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I wasn't saying to make Level 4 or lower COMPLETELY free, just wondering what you do about them since you NEED them.

 

 

They aren't free in my game, just a different way of paying/restricting them but realizing that you need them to mound a proper defense.

 

I'm slowly making up new ideas for cover up any "problems" I have (by problems, I mean I have a list of issues from the original game I attempt to do something about in my game and another list of mechanics from the original game I have to decide what to do with, if i will do anything about it, or if I will exclude it completely).

 

 

------------------------------------

 

I see you added Type Mana, yea.  Now, reading your rules, I see I actually haven't touched on what to do about the "Setting cards" mechanic in my own game at all. Maybe because I wasn't sure if I should even include it (cards like Book of Moon excluded, since I will just change how they work anyway).  Magic has the concept with Morph, but I don't know another game besides that and YGO that even do anything face-down in such a relevant way.  Another question to ask to my notes.

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I wasn't saying to make Level 4 or lower COMPLETELY free, just wondering what you do about them since you NEED them.

 

 

They aren't free in my game, just a different way of paying/restricting them but realizing that you need them to mound a proper defense.

 

I'm slowly making up new ideas for cover up any "problems" I have (by problems, I mean I have a list of issues from the original game I attempt to do something about in my game and another list of mechanics from the original game I have to decide what to do with, if i will do anything about it, or if I will exclude it completely).

 

 

------------------------------------

 

I see you added Type Mana, yea.  Now, reading your rules, I see I actually haven't touched on what to do about the "Setting cards" mechanic in my own game at all. Maybe because I wasn't sure if I should even include it (cards like Book of Moon excluded, since I will just change how they work anyway).  Magic has the concept with Morph, but I don't know another game besides that and YGO that even do anything face-down in such a relevant way.  Another question to ask to my notes.

You are welcome to gather info through this thread's results. 

I more or less thought out the idea and started writing it without really refining many of it's details.

 

I must really thank Chance and D.A. here, which are the only ones that have actually tested it out.

 

I don't know how much your mechanics differ from mine, but I'd advice you be a bit more lenient on normal setting. Mainly monsters.

Spell and Trap Cards will have a cost when you activate them, and shouldn't really have an extra cost for preparing them. I think pretty much in no other TCG, setting your Spells is a thing. MTG, let's you do everything from your hand without really worrying about what to set, Pokemon has 0 actions available for players outside of their own turns,

 

and CFV doesn't have non-monster cards, and I'm pretty amazed at the approach of this TCG. I mean, you can guard, and draw triggers, and that's more or less it. That's as much innovation as the game's design can provide, and I wonder how they'd make it work in the long run.

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I know of one ability in MTG that uses face-down as a mechanic.

 

It's name is Morph.

http://wiki.mtgsalvation.com/article/Morph

 

 

Yeah, I literally said in my previous post:  "Magic has the concept with Morph, but I don't know another game besides that and YGO that even do anything face-down in such a relevant way."

 

I don't know how much from Morph I want to steal if I wish to retain Setting with the monsters of YGO under a resource system.

 

 

You pay to set Monsters in this (Sleepy's) format, but not Magic or Traps.  However, it's not very slow right?  However, under that same system, you could pay enough Colorless Mana to Set a Monster and then still pay for a Book of Taiyou or some other card to flip it.  Given situations (or changing to this format), that is pretty cheap or way too expensive for a get around.  In fact, if you include custom cards (for example, I have a Continuous version of Book of Taiyou myself), it could be a cheap and permanent Colorless system.  Under my system, I am really not sure because I can't set a price by Levels or the opponent will be able to gauge what it is I set by the amount I paid.  If I set a flat price, I can never be sure what is too high or too low?

 

I might have to make a two-tiered system for setting....  maybe some condition plus a cheap flat price.

 

 

 

I'm also (currently) considering limiting number of Summons per turn, including Special Summons, even though you have to pay for them.  In Sleepy's system, someone with more mana still has an upperhand in swarming with his new wealth and with Mana Stun, the opponent would hardly get a break to make a comeback if he gets overwhelmed even once by a swarm.

 

 

Right now, (through notes I wrote last week) I'm considering once per turn Level 5 or higher Main Deck-monster per turn "Special Summon", once per turn from Extra Deck, but unlimited summons for Level 4 or lower as long as you can pay for them.  Problem is... I haven't even worked out what to do with Fusions or Xyz's (which I will DEFINITELY put back to calling them Exceeds for my version) to know if they will be too fast or too slow.  Ironically, the monsters that got shafted the most are the monsters I've already completed a new system with all ready to go: Rituals, with Synchros coming in a close second.

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Welp, in the meantime, I've come up with a few decks and am about to explain a few advantages and disadvantages from a few archtypes. For now...I'll just work with "Archtype":

 

[spoiler=Archtypes]

[spoiler=Archfiend]

They are DARK. They are flexible. They are powerful. To get off their searches they don't require too much mana, and by the time you have 4+ mana with at least 2 DARK mana, they can run pretty damn well (on paper). Add to the fact that they can run the Dark Grepher/Marie engine and you have a very potent deck that could have some hidden potential.

[/spoiler]

[spoiler=Bujin]

They only need one monster and enough mana to run their effects which makes them conviniently easy to form around. Not to mention that Tenki is a very easy card to get access to and you have a really cheap Mana Deck (looks like it needs only 3 mana tops) to actually make some hefty damage. It's also mainly mono-colored LIGHT so getting access to LIGHT mana isn't hard at all and there are plenty of extra "Bujin Relic" monsters to fuel for this mana. I'm working on this deck at the moment.

[/spoiler]

[spoiler=Crystal Beast]

I...honestly don't know how or where to begin with this one. Needs testing.

[/spoiler]

[spoiler=Dark World]

D.A.'s tried this and it looks promising. The fact that Dark Worlds have mandatory effects (most of them) means that you can run cards like Card Destruction or the Cheerful Coffin and then gain additional effects. Add to the fact that Grepher/Marie is an option for them and you have potential bad-ass-ness, but it's still tricky to play with as D.A. has shown me.

[/spoiler]

[spoiler=Evol]

Will be testing.

[/spoiler]

[spoiler=Fire Fist]

"Advantage Fists" as I've called them before, really are just that. they only need 2 Mana at least to constantly activate their effects, and once they get to 4+ (which they can and most of the time will), they become more free to use their effects as they please. They can recover from bad positions, maintain advantage, and for the most part are relatively cheap to play. They are also mono-colored which takes away a lot of the stress even further.

[/spoiler]

[spoiler=Gladiator Beast]

These guys are really really really hard to play with. They require 3 mana minimum just for 1 summon, 1 attack, and 1 tag out. Most of their effects are mandatory like Bestiari's, but some like Retiari's and Samnites need 1 more mana for use. It's a really difficult deck to play with and on top of that is Rainbow Colored so you'll need cards like Elemental Mistress Doriado and Homonculus the Alchemic Being to provide sanctity. However, because of this Rainbow Color phenomena, they also have a diverse Extra Deck, with the only real issue card being Gladiator Beast Gyzarus (which shouldn't be really that much given Homonculus, but still).

[/spoiler]

[spoiler=Hieratics]

I have an idea for how these guys work since they have mandatory effects like Mermails and Dark Worlds. However, they require extensive mana since they rely mostly on their Xyzs to make big plays. More testing to be done.

[/spoiler]

[spoiler=Inzektor]

Mono-colored Dark, easy to get their effects off, the Mana System really hampered these guys though so they aren't as herpy derpy as before. This deck will most likely be trying to search off for additional mana or have some form of engine that does it while being careful to set up Hornet and Dragonfly onto their field or Graveyard as quick as possible.

[/spoiler]

[spoiler=Jurrac]

Needs testing (with Evols).

[/spoiler]

[spoiler=Koa'ki Meiru]

I think this deck has quite the potential, especially with Rock Stun. They have the potential of being mono-colored and can be set-up to the point where they'll just beat down the opponent while being cheap negators. It's quite something but needs testing.

[/spoiler]

[spoiler=Laval]

Needs testing.

[/spoiler]

[spoiler=Mermail/Atlantean]

These guys...are flexible. They can do quite some damage early on and from having just 1 non-colored mana can aim with big plays since they are mostly mandatory. Granted, they can't attack as easily, but they do have access to several types of combos and once they get to 3+ mana, they can do some serious damage IF you have the hand to cope with. But as usual, they have a big problem against an easily sided Soul Drain so beware. Soul Drain is probably going to be a very good Side Card for this format.

[/spoiler]

[spoiler=Naturia]

I expect these guys to play similar to Gladiators, except they'll be Mono-colored and have less jamming issues. Still needs testing to be sure.

[/spoiler]

[spoiler=Ojama]

I want someone to test this. I really do.

[/spoiler]

[spoiler=Prophecy/Spellbook]

I hit this on the mark. The fact that Spellbooks are mainly Normal/Quick-plays makes this deck VERY expensive Spellwise. But the fact that Priestess is an effect Summon makes up for that. The true issues is with the Mana System itself. Prophecies are a rainbow deck, with either LIGHT or DARK being their powerform. If you go the LIGHT route, you get access to Priestess and The World. If you go the DARK Route, you have access to Reaper and Destroyer. I tried playing with all of them, but it doesn't work out at all, but have a go at it. Maybe I missed something.

[/spoiler]

[spoiler=Roid]

I expect these to run like Gladiator Beasts or Spellbooks. One of the two. Needs testing.

[/spoiler]

[spoiler=Six Samurai]

Runs like Gladiators, except they have more draw power. They can't go Six-Sam Shi En as easily, but they have Shard of Greed, Six Sams United, and even Gateway to get their plusses off. There is however, a new piece that can make up for not being able to Summon Shi-En as easily and that's Great Shogun Shien. D.A.'s tested these, but I've only seen them being played once so there may be a few things missing.

[/spoiler]

[spoiler=T.G.]

I expect these to play moderately like Naturias. Not sure though. Needs testing.

[/spoiler]

[spoiler=Utopia/ZW]

Needs testing.

[/spoiler]

[spoiler=Volcanic]

Looks promising. Needs testing.

[/spoiler]

[spoiler=Worm]

Looks promising. Needs testing.

[/spoiler]

[spoiler=X-Saber]

Expect these to run like Naturias. Needs testing.

[/spoiler]

[/spoiler]

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Perhaps you could do what scrolls has done for it's mana like system.

 

Where you can either turn a card from your hand into it's respective mana or remove it from the game to draw 2? Obviously you could only do one of the two that turn & you wouldn't be able to do the draw option if you gained life mana. I could see this being done on DN by placing the card in question to the top of the deck & then banishing it face down.

 

Just a thought.

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Perhaps you could do what scrolls has done for it's mana like system.

 

Where you can either turn a card from your hand into it's respective mana or remove it from the game to draw 2? Obviously you could only do one of the two that turn & you wouldn't be able to do the draw option if you gained life mana. I could see this being done on DN by placing the card in question to the top of the deck & then banishing it face down.

 

Just a thought.

 

As a follow up to the above post how about this.

 

Monsters give mana based on there lv. Level 4 & lower yield 1 mana, Level 5-6 yield 2 mana, and 7 & up yield 3 mana.

 

Now to compensate for this tapping a mana source gives you all of the mana provides so you cant say I tap a lv. 7 and I only gain 1 mana. Also, if you dont use all the mana that you tapped you take 300 damage per unspent mana. In edition next turn you cannot use the mana source that provided that mana.

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