藤原之足久 Posted July 16, 2014 Report Share Posted July 16, 2014 Checkmate cards are a brand new card type, much like Synchros, Xyz, or Pendulum cards. They take the appearance of Effect cards fading into a Trap card background, much like the appearance of Pendulum cards, and have archetypes based off of chess pieces that support each other to win against an opponent with offensive and defensive effects. They have no level/rank, are used in the main deck, and are based around moving cards to and from the Monster Card Zone and the Spell & Trap Card Zone once per turn. When in the Spell & Trap Zone, Checkmate cards function like a trap card, but can't be negated by trap-nullifying effects like Jinzo, but can be destroyed by cards like MST, and can only be activated after the turn it has been moved, unless it is otherwise specified.Checkmate monsters can be Special Summoned from the hand by tributing 1 or more monsters with ATK or DEF that add up to or are higher than the amount specified on a card, much like how Galaxy-Eyes Photon Dragon can be special summoned. EXAMPLE CARD: Frontline Pawnda 500/100 Dark/Beast [Checkmate] Level N/A It's appearance is of a small panda bear with black checker square marks on its eyes, and black square shaped ears, acting as a Kuriboh. You can normal summon this card without tributing. Monster effect: During either player's battle phase, you can special summon this card from your hand by moving one Checkmate card you control to the Spell & Trap Zone. During either battle phase you can move this card to the Spell & Trap zone to reduce any battle damage you take this turn to 0. Neither player takes damage from battles involving this card. Trap Effect: You can move this card to the Monster Zone to reduce the ATK of a monster on your opponent's side of the field by 500. White Dukedom ArchetypeBased off Russian chesspieces, gameplay-wise are used for sabotaging and inconveniencing your opponent by making them skip phases by tributing itself, also gets rewarded for tributing itself. White Dukedom Pawn 1000/1000 Earth|Warrior Level 4 During your opponents draw phase, you can tribute this card: When they draw, they show the card they drew and put it back on top of their deck. During their next draw phase they draw twice, this effect can only be used once per turn while this card is on the field. White Dukedom Cannon Rook 1200/1800 Water|Machine [Checkmate] Level N/A Checkmate summon this with 1 or more monsters whose DEF adds up to or is more than 1000Monster effect: Once per turn you can special summon this card from your hand when a "White Dukedom" card is tributed by it's own effect. Once per turn, Special summon 1 "White Dukedom" monster with 1500 or less ATK from the graveyard by moving this card to the Spell & Trap Zone.Trap effect: You can activate this effect on the same turn as when it is moved to the Spell & Trap Zone if there is 1 or more "White Dukedom" monster(s) on your side of the field. During the end of your opponent's Main Phase 1, move this card to the Monster Zone to skip your opponent's battle phase. White Dukedom Slon Bishop 1500/1500 Light|Beast-Warrior [Checkmate] Level N/A Checkmate Summon this with 1 or more monsters whose ATK adds up to or is more than 2000 OR you can Normal Summon this card without tributing.Monster effect: Move this card to the Spell & Trap zone to target one monster on the field: Flip it face down. You can use this effect during either players turn if this card was Checkmate Summoned.Trap effect: Once per turn during either player's turn you can tribute this card in the Spell & Trap Zone to special summon 1 Checkmate card in your hand, it cannot attack, and is returned to the hand during the end phase. If this card was Checkmate Summoned: You can move this card to the Monster Zone during your opponent's standby phase: Your opponent cannot set cards during their Main Phase 1. White Dukedom Koni Knight 2100/900 Light|Beast-Warrior [Checkmate] Level N/A Checkmate summon this card with 1 or more monsters whose ATK adds up or is more than 1000Monster effect: If a "White Dukedom" monster you controlled was tributed by it's own effect and is in the graveyard this turn, all monsters on your side of the field gain 500ATK until your opponent's end phase. Move this card to the Spell & Trap Zone for all monsters you control to inflict piercing damage until the end of the battle phase.Trap effect: You can Tribute this card and another Monster you control during your opponent's Main Phase turn to Checkmate summon a card from your hand. You can activate this effect on the same turn this card was moved: At the end of the battle phase, move this card to the Monster Zone. White Frostduke Dragon 3000/0 Light|Dragon [Checkmate] Level N/A Checkmate summon this card with 2 or more monsters whose ATK adds up to or is more than 2000Monster effect: During either player's turn: you may move this card to the Spell & Trap Zone to negate an opponent's effect that removes a card(s) from your side of the field, and destroy that card.Trap effect: You can move this card to the Monster Zone to negate the summon of a monster(s) during your opponent's main phase and send that card(s) to the hand. Link to comment Share on other sites More sharing options...
Tamajakaru Posted July 16, 2014 Report Share Posted July 16, 2014 You have great imaginative mind. I would like to learn more of these new card types tell me your concept behind them. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 16, 2014 Report Share Posted July 16, 2014 While I do like the idea of these, given that these are custom Subtypes, this needs to be moved to Any Other Cards. Link to comment Share on other sites More sharing options...
藤原之足久 Posted July 17, 2014 Author Report Share Posted July 17, 2014 You have great imaginative mind. I would like to learn more of these new card types tell me your concept behind them. Well at first way back when pendulums were announced, it was how I thought pendulum cards would function when my buddy told me that they were spells and monsters at the same time, so after some brainstorming I thought this was how pendulum cards would work, they would move between zones much like the artifact archetype or crystal beasts do. I wanted to make it simple with cards that have offensive and defensive abilities in one, and based off making duels be more exciting and less quick to finish. My first ever checkmate idea was a 2500ATK King based chesspiece that was similair to Utopia, that negates an attack by moving it to the backrow, then moving it to the front to redirect an incoming attack to itself. They wouldn't have levels or ranks, but would have to be summoned from two monsters ATK/DEF that add up to a certain amount (ie: a zombie checkmate that can only be summoned by 2 or more monsters with 0 DEF). As well as support spell cards that support cards with "White" in their name checkmate cards or "Black" in their name checkmate cards. "White" is more reliant on swarming and strategies, while "Black" is more reliant on brute force and burn damage. Link to comment Share on other sites More sharing options...
藤原之足久 Posted July 17, 2014 Author Report Share Posted July 17, 2014 Mercy, the Black King of Guillotines A large sillhoutte of a spiky plate-armored man with platinum jewelry, checkered vest, white suit pants and a black fur coat draped over his shoulders, he is holding up a twisted two-handed battle axe in his left hand. 3300/2400 Dark|Fiend [Checkmate] Two or more monsters whose ATK adds up to or is more than 3000 Monster Effect: When this card is successfully Checkmate Summoned, destroy all set cards on the field. You can move this card to the Spell & Trap Zone to flip all other cards on the field face down. Trap Effect: If your opponent flips a card face-up, activate this effect: Move this card to the Monster Zone to destroy all set cards on the field. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 17, 2014 Report Share Posted July 17, 2014 Please do not double post. Instead, just edit the main one with your new card; thanks. Link to comment Share on other sites More sharing options...
Starry-Eyes Enigma Dragon Posted July 17, 2014 Report Share Posted July 17, 2014 This is an amazing idea! Why don't you work for Konami? I already like these significantly more than pendulums. They would make the game more enjoyable, that's for sure. I'm afraid, however, that certain cards, such as Cannon Rock would be a bit too easy to abuse. But at the same time, I'm not exactly sure what a good alternative would be, because I wouldn't want to ruin the synergy you've already created. You've obviously put a lot of thought into this. As for design, I feel like limiting it to chess pieces is a bit of a let down. As far as Pendulums go, they don't have a specific theme, which makes it more fun to see them in later designs. I could see this design being it's own thing just like Pendulums (better than them, actually), and I'm sure that's what you intend as well, so why make them "Checkmate" cards? You'd run out of artistic inspiration after putting out the first set. Pendulum Summoning is much more broad than Checkmate Summoning, when it comes to the artistic side of things. Not saying I don't like the chess idea, it's great! But I'd make it so that it would just be one of the archetypes that utilizes this Trap/Monster design that you've came up with. All that being said, it almost seems irrelevant when thinking about the potential of these cards. I'd run them. Good job. Link to comment Share on other sites More sharing options...
藤原之足久 Posted July 17, 2014 Author Report Share Posted July 17, 2014 As for design, I feel like limiting it to chess pieces is a bit of a let down. As far as Pendulums go, they don't have a specific theme, which makes it more fun to see them in later designs. I could see this design being it's own thing just like Pendulums (better than them, actually), and I'm sure that's what you intend as well, so why make them "Checkmate" cards? You'd run out of artistic inspiration after putting out the first set. Pendulum Summoning is much more broad than Checkmate Summoning, when it comes to the artistic side of things. Not saying I don't like the chess idea, it's great! But I'd make it so that it would just be one of the archetypes that utilizes this Trap/Monster design that you've came up with. That's what I was thinking too, Checkmate cards with Black and White in their names would belong to a different archetype, with their own supports, much like Numbers in the Xyz format. There would still be regular Checkmate cards that aren't themed after different kingdoms. A card like Frontline Pawnda (the example in the topic post) doesn't have a White or Black archetype, and can be used in any checkmate deck as a Kuriboh subsitute. Link to comment Share on other sites More sharing options...
Jamorc Posted July 19, 2014 Report Share Posted July 19, 2014 Sorry about not getting back to you, but I am happy to see the progression this has made. I'll try make Frontline Panda tomorrow (it's 2:39am now). Link to comment Share on other sites More sharing options...
Jamorc Posted July 19, 2014 Report Share Posted July 19, 2014 I noticed towards the end that I left in the level but I decided that I'll die if I fix that now. Will do it later. Link to comment Share on other sites More sharing options...
Starry-Eyes Enigma Dragon Posted July 20, 2014 Report Share Posted July 20, 2014 That's what I was thinking too, Checkmate cards with Black and White in their names would belong to a different archetype, with their own supports, much like Numbers in the Xyz format. There would still be regular Checkmate cards that aren't themed after different kingdoms. A card like Frontline Pawnda (the example in the topic post) doesn't have a White or Black archetype, and can be used in any checkmate deck as a Kuriboh subsitute. No, what I meant was that "Checkmate", in my opinion, shouldn't be the name of this card idea. "Pendulum", for example, allows for tons of different kinds of monsters, from warriors, to beasts, to whatever you feel like making. "Checkmate" feels like it limits the kind of monsters you can make to chess-related monsters. And while the word "Checkmate" does capture the essence of what these cards do, just like "Pendulum" captures the essence of what Pendulum cards do, I still think maybe there could be a better name for them that doesn't put a limit on what kinds of monsters you could make. Once again, though, what I'm saying here really isn't all that important. What's important is that you came up with a very interesting new card idea that's a lot less broken than Pendulums, and more interesting too. Link to comment Share on other sites More sharing options...
藤原之足久 Posted July 24, 2014 Author Report Share Posted July 24, 2014 I noticed towards the end that I left in the level but I decided that I'll die if I fix that now. Will do it later. That card design looks amazing, I love how you managed to capture the effect and trap design in the background, as well as the descriptions, although that's not the kind of panda I had in mind though, more cute like a stuffed panda bear (also the name Pawnda is a pun on Pawn and Panda).. Link to comment Share on other sites More sharing options...
藤原之足久 Posted July 29, 2014 Author Report Share Posted July 29, 2014 I made a card based off of Jamorc's card design. The entire "of Fear" archetype is full powerful Zombie, Machine, and Fiend monsters, and is based around special summoning from the graveyard onto the opponents side of the field, and have effects that hinder the user of the card (This archetype was inspired by Lava Golem, one of my favorite cards). An example is "Jack O' Lantern, Black Bishop of Fear", when it's special summoned from the graveyard, the user of the card takes 500 damage when it is removed from the field. I tried to make this card's monster effect be the antithesis to Gravekeeper cards. I also changed moving from Spell/Trap Zone into Checkmate Zone, which is essentially the same thing. Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted July 30, 2014 Report Share Posted July 30, 2014 I made a card based off of Jamorc's card design. The entire "of Fear" archetype is full powerful Zombie, Machine, and Fiend monsters, and is based around special summoning from the graveyard onto the opponents side of the field, and have effects that hinder the user of the card (This archetype was inspired by Lava Golem, one of my favorite cards). An example is "Jack O' Lantern, Black Bishop of Fear", when it's special summoned from the graveyard, the user of the card takes 500 damage when it is removed from the field. I tried to make this card's monster effect be the antithesis to Gravekeeper cards. I also changed moving from Spell/Trap Zone into Checkmate Zone, which is essentially the same thing. I really like this kind of cards. Can you tell me where did you get those templates? Link to comment Share on other sites More sharing options...
藤原之足久 Posted July 30, 2014 Author Report Share Posted July 30, 2014 I really like this kind of cards. Can you tell me where did you get those templates? i have no idea, jamorc made it so i just erased the words in his frontline pawnda, maybe they can give some input on how he did it? Link to comment Share on other sites More sharing options...
Fire Fist Moralltach Posted July 30, 2014 Report Share Posted July 30, 2014 i have no idea, jamorc made it so i just erased the words in his frontline pawnda, maybe they can give some input on how he did it? OK. Link to comment Share on other sites More sharing options...
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