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[Written] Players


Sleepy

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This'll probably suit better under some "written" section, but I'm under the impression cards in those are meant to be realistic existing mechanics, so go figure. I believe I have posted this mechanic in the past, with details to fix, but those are very old topics I can't even find anymore, so who cares. Let's start:

 

 

I've been working in an Extra Deck Card mechanic called "Player Cards".

 

-They are pretty much like Spell Cards in appearance. What they are, are effects like the ones you'd see in a Field Spell Card. Except they are colored lime green.

 

-They fit in your Extra Deck.

 

-To play a Player Card from your Extra Deck, you just need to take a card in your hand, and return it to your Deck. You can put it on the top or bottom. Also, at the start of the Duel, you can start with 1 free Player Card with you. 

Player Cards are not "on the field". They are just in play outside the other zones, and you have no limits to the ones you want to call each turn, or to how many can be out at a time. Though, when you lose them, they do go to the Graveyard, as any other card would.

 

-They have their own Life Points.

When you gain Life, you can choose to help one of your Player Cards and make it harder to take down instead.

Also, you cannot lose while you have player cards with you. If you'd lose from the damage potentially making your Life 0, you can have a Player Card of yours take the hit instead, but if you would not lose form that damage, the player inflicting the damage gets to decide to whom it goes.

 

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Personal views.

 

My idea came from many reasons:

 

The fact that Field Spell Cards usually need a searching card like Terraforming, and sometimes certain decks can auto-lose if they don't absolutely have their Field out. Even when they have many ways of getting it out, it takes a lot of deck dedication what is wasted on ways of getting their Field Spell. I personally think it's boring when an already low-tier deck has to give-in a lot of searching. I'm more of a fan of "try to make a deck that can still make a play with most of what it draws". Which cannot be perfectly achievable by all decks, but I want to make a step towards that. 

 

How there are killer Field Spells like Necrovalley, that will lock down entire opposing decks, and depend on your luck at drawing Spell/Trap removal effects to get rid of them. So my Player Cards have Life stats to be taken down in the most fair and traditional way the game has to offer, attacking it. Besides, it would sort of revolve the issue of "we need more Life Points" without changing the traditional 8000 we all have always been used to.

 

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As you people see, this is pretty much theory. I'll have a card(s) using this mechanic soon. I'm still working on stuff and wondering how much Life it is appropiate to put in each.

 

Give me your thoughts on it. Constructive comments and suggestions are greatly appreciated. 

If you don't like the idea, I also welcome your stating your reasoning behind it.

 

I'll also rep any comments I like~

 

 

 

Truth be told, I'd like to make either a contest about this, or a collaborative work with other people at creating them. I'm still indesisive in a lot of aspects.

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