Sleepy Posted November 25, 2013 Report Share Posted November 25, 2013 Once in a while, we find people at the card-making sections of the forum trying to retrain cards. Be it because a card is old and outclassed, it would fill a perfect spot in the game, or it is a card broken or badly designed whose concept was actually good and needed but terribly handled. Explain what card you think needs tweaks and perks, what changes you suggest, state the version, and explain your reasoning. This might look like a card-making thread in the wrong section at first sight, but this is more for the sake of the card design explanations. It is a thread I made with the "Discuss monsters you can literally sit on" thread in mind. Pretty much all monsters stated over there are targetable by this thread's goal. Heavy Storm is also a very popular choice, with it's eternal debate about being a necessary evil that punishes overextention, but being inherently broken at the same time. Using already existing cards to make retrains is something that Realistic Cards and TCG's Sections always want to pass on back and forth, so it's not a topic that can easily go on either one. It's not existing cards so TCG often looks down on that. It's not fully original cards so Realistic cards often looks down on that. So bear with me, I think it's the right section. Use common sense to realize when you are completely creating a new and unrelated card rather than tweaking an older one. We'll figure that out as we go. Link to comment Share on other sites More sharing options...
Darj Posted November 25, 2013 Report Share Posted November 25, 2013 Interesting thread. I do have a couple of ideas of how could some cards could be "fixed": Rescue Rabbit: "...Special Summon 2 Beast-Type Normal Monsters..." Reasoning: His counterpart Cat summoned Beasts, why didn't Rabbit Summon only Beasts in addition to Normal Monsters as well? If Rabbit had the above requirements, not only troublesome decks such as "Dino Rabbit" would have never existed, but also it would have pushed the Beast-type into the meta back when Xyz were first introduced, further supported by "Closed Forest" and "Horn of the Phantom Beast". Of course, a "Beast Rabbit" deck wouldn't be at the same level as "Dino Rabbit", but at least Beasts would have been seen more often, and probably "Rescue Rabbit" would be currently Semi-Limited, if not Unlimited. Plus, "Mad Dog of Darkness", "Great Angus" and possibly "Soul Tiger" would have become coveted cards. Ptolemy: 2 Level 6 LIGHT monsters Reasoning: This card being generic is what made Gustkraken OTK/FTKs possible. If it had required LIGHTs only, Gishkis wouldn't have been able to use it for ridiculous loops, and probably it would be still @3, which would be great for Sacreds who are currently affected by being able to overlay their boss onto another Sacred Xyz just once (unless they bounce the single Ptolemy back to the Extra Deck). Dragon Rulers: "If this card is in your hand or Graveyard: You can banish a total of 2 [ATTRIBUTE] and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card." Reasoning: The line I crossed out is, in my opinion, what ruined Rulers. Instead of being generic support for the 4 Attributes, being able to banish Dragons for their Summons enabled them to sustain themselves with each other and thus becoming the decks we see roaming everywhere now. However, I want to point out that I'm not entirely sure if these changes would actually solve anything, so bear with me if any of these "fixes" are horribly wrong. Link to comment Share on other sites More sharing options...
Thomas★Zero Posted November 29, 2013 Report Share Posted November 29, 2013 I do like the idea of this thread for retraining... so here's my thoughtElemental HERO StratosWhen this card is Normal Summoned or Special Summoned, activate one of the following effects (you can only use the following effects of "Elemental HERO Stratos" once per turn):* Add 1 "Elemental HERO" monster from your Deck to your hand.* You can destroy Spell/Trap Cards on the field, up to the number of "Elemental HERO" monsters you control, except this card.Remove the part of it being able to mixed with other HERO types like Destiny HERO and make it so it can only use its effects once per turn only so additional special summons of it in the same turn for the same effect wouldn't make that copys effect go off. Link to comment Share on other sites More sharing options...
Sleepy Posted November 30, 2013 Author Report Share Posted November 30, 2013 I do like the idea of this thread for retraining... so here's my thoughtElemental HERO Stratos When this card is Normal Summoned or Special Summoned, activate one of the following effects (you can only use the following effects of "Elemental HERO Stratos" once per turn): * Add 1 "Elemental HERO" monster from your Deck to your hand. * You can destroy Spell/Trap Cards on the field, up to the number of "Elemental HERO" monsters you control, except this card. Remove the part of it being able to mixed with other HERO types like Destiny HERO and make it so it can only use its effects once per turn only so additional special summons of it in the same turn for the same effect wouldn't make that copys effect go off. I don't think the under-supported bits of the HERO archetype are the main problem Stratos has, but that's just me. Though, actually I think I'll have a go with Stratos as well. Elemental HERO Stratos You can only activate the effect of "Elemental HERO Stratos" once per turn. When this card is Summoned: You can activate 1 of the following effects. *Add 1 "HERO" monster from your Deck to the hand, and shuffle 1 card from your hand into the Deck. *Target up to 1 Spell/Trap Card on the field for each "HERO" monster you control, except this card; destroy that card(s). My reasoning: -HERO decks still have a consistent searcher, but it's moderated to once per turn and it doesn't plus. That's the price you pay for gaining consistency through a pretty decent beatstick. -The "shuffle 1 into the Deck" clause can help you benefit from returning Malicious into the deck, and since you don't gain extra hand, you can move around your hand's content to make it easier to drop that Bubbleman. -The OPT clause makes it so you can't just Summon > Search > Fuse > Revive > Search > Fuse > keep hand advantage at max. You have to wait a little bit. -It's S/T removal effect is not used all that much from what I've seen although it can come in handy so I left it untouched for the meantime. Link to comment Share on other sites More sharing options...
Toffee. Posted November 30, 2013 Report Share Posted November 30, 2013 Speaking of cards with good concepts that were handled badly-If this card is in your hand or Graveyard: You can banish a total of 2 EARTH and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 EARTH monster to the Graveyard, then target 1 monster in your Graveyard; Special Summon that target. If this card is banished: You can add 1 EARTH Dragon-Type monster from your Deck to your hand. You can only use 1 "Redox, Dragon Ruler of Boulders" effect per turn, and only once that turn.You can discard this card AND 1 Dragon-Type or EARTH monster; Special Summon 1 "Redox, Dragon Ruler of Boulders" from your Deck. It cannot attack this turn. You can only use the effect of "Reactan, Dragon Ruler of Pebbles" once per turn.Then do the same thing to all the other Rulers AND smaller counterparts.There. Problem solved.....Although, Tidal and Stream's existence in the first place is also questionable, given the fact that Atlanteans and Mermails are also a thing. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 30, 2013 Report Share Posted November 30, 2013 Let's look back at Dark Strike Fighter and try... 1 Tuner + 1 or more non-Tuner Machine-Type monstersOnce per turn: You can Tribute 1 other monster you control; to inflict damage to your opponent equal to its Level x 200. Prevents the thing from doing 4000 on its own, prevents it from being as splashable. Link to comment Share on other sites More sharing options...
Toffee. Posted November 30, 2013 Report Share Posted November 30, 2013 There are a few ways one could make Strike Fighter potentially splashable even with said semi-specific Materials.But in all seriousness, though, you've turned it into it's Anime counterpart, which is how it should have been from the beginning :/ Link to comment Share on other sites More sharing options...
Sleepy Posted November 30, 2013 Author Report Share Posted November 30, 2013 Heavy Storm If you have no "Heavy Storm" in your Graveyard or your banished cards: Destroy all Spell/Trap Cards on the field. If you do, you can only declare 1 attack this turn. Reasoning: -My idea was that, since the game keeps evolving and an easy wipe like this keeps getting more and more dangerous because of it, limiting the attacks per turn would prevent easy OTKs with it. At the same time, -It doesn't stop the Battle Phase altogether because we have many scenarios in this game. You might want to use Heavy to be able to take a monster down. You might be in situations where you can't come back if you don't also play offensively. So it limits the offense without stopping it. -The first clauses are so that a player won't consider this a must-have staple that goes in all decks because it's so good. It discourages maining multiples of it because no one likes multiple Heavy Storms per game, and because I think it's stupid to design cards under the assumption that the banlist is always gonna be the safety net, and that that allows one to create a card expecting it to be hit. -It can be a Spell Speed 1 MST if you only want 1 attack anyways (Bujins can do it) and if you are willing to waste that one shot at Heavy Storm on that. I had done this card before, but it's a good place to post it again. Link to comment Share on other sites More sharing options...
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