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New Summon! Combine your monsters and Release a new type of power.


evil cucumber

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I present you the new type of summon, the Release Summon. This is an example of a Releaser monster(and this one is the main monster at the moment)

 

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12 Levels
Must first be Release Summoned. Once per turn: You can target 1 of your released Level 4 or lower Warrior-type monsters; shuffle that target into your Deck, then this card gains ATK equal to the original ATK of that target, also this card's name and effects become those of that target. These changes last until the end of the turn.

 

 

Here are all the rules:

- A Release Summon is performed by returning monsters from your "Release Zone" to your Deck, which total Levels equal the Level written in the Releaser monster card.

- The Release Zone is a new zone on the field, that can gather a maximum of 10 monsters. Each player has its own Release Zone and cards can only be put there by certain effects(effects that release monsters).

- The "Releasers" are monsters that occupy space on your Extra Deck. They dont have Level or Rank. They have "Class". The higher the Class, the higher is the monster's power and also its summon requirement.

-When destroyed, the Releaser monsters go to Graveyard, nothing special about this.

 

Example: Summoning Brightray Futurist Warrior:

Lets say you have 3 Level 4 released monsters (they are on the Release zone). During your Main Phase you just return those 3 monsters to your Deck and then you Release Summon this card from the Extra.

It can also be made by returning 2 Level 5 and 1 Level 2/ 2 Level 6/ 1 Level 12...pratically you can use any monster that has Level, as long as you have exactly the Levels needed for the Release Summon. You cant pass the amount of Levels, Brightray Futurist Warrior can only be summoned using a total of Level 12, nothing less, nothing more.

 

 

[spoiler=Warriors]

[spoiler=Brightray monsters]

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[spoiler=lore]

Once per turn, during either player's Main Phase: You can release 1 Warrior-type monster from your hand to target 1 face-up monster on the field; it's ATK becomes 0 until your next End Phase.

[/spoiler]

 

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[spoiler=lore]

When this card is Summoned: You can excavate the top 3 cards of your Deck, release any excavated monster, also send the remaining cards to the bottom of your Deck in any order.

[/spoiler]

 

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[spoiler=lore]

If this card is returned to the Deck as a Release Material of a Warrior-type monster: Your opponent cannot activate cards or effects in response to that Release Summoned monster's Summon and effects until the end of this turn.

[/spoiler]

 

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[spoiler=lore]

If this card is in your Graveyard: You can target 1 other Warrior-type monster in your Graveyard; release this card and that target. You can only use this effect of "Brightray Shiny Little Warrior" once per turn.

[/spoiler]

 

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[spoiler=lore]

Increase the ATK of this card by 300 points for each of your released Warrior-type monsters. When this card is Normal Summoned: You can excavate the top 5 cards of your Deck, send any excavated Warrior-type monster to the Graveyard, also put the remaining cards on the bottom of your Deck.

[/spoiler]

 

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[spoiler=lore]

When this card is released: Add 1 "Brightray Golden Armor" from your Deck to your hand. You can only use this effect of "Brightray Golden Armor" once per turn.

[/spoiler]

[/spoiler]

 

[spoiler=Spells]

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[spoiler=lore]

Release 1 Warrior-type monster from your hand; draw 2 cards.

[/spoiler]

 

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[spoiler=lore]

Release up to 2 "Brightray" monsters from your Graveyard; apply this effect, depending on the number of monsters released for this card's activation. You can only activate 1 "Golden Orb" once per turn. * 1: Send 1 Warrior-type monster from your Deck to the Graveyard. * 2: Release 1 Warrior-type monster from your Deck.

[/spoiler]

 

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[spoiler=lore]

Target 1 Releaser Monster you control; equip this card to that target. It gains 500 ATK x its Class. Release the equipped monster when it leaves the field.

[/spoiler]

[/spoiler]

 

[spoiler=Class 1~2]

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[spoiler=lore]

8 Levels
If ths card is sent from the field to the Graveyard: You can target 1 other monster in your Graveyard; release this card and that target. A Releaser Monster that was Summoned using this card as a Release Material gains this effect.
*When it is Release Summoned: It gains 500 ATK for each Release Material Monster used to Summon it, until the End Phase.
[/spoiler]
 
 

 

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[spoiler=lore]

20 Levels
Can only be Release Summoned. If this card attacks or is attacked: You can negate the effects of all face-up cards on the field, except this card, also cards and effects cannot be activated. These changes last until the end of the Damage Step.
[/spoiler]
[/spoiler]
[/spoiler]
 
 
[spoiler=Fiends]
[spoiler=Dark Aeon monsters]
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[spoiler=lore]
When this card is released: You can release 1 Level 3 or lower DARK monster from your Deck, except "Dark Aeon Caster". This card gains 200 DEF for each of your released Fiend-type monsters.
[/spoiler]
 
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[spoiler=lore]
This card can be treated as a Level 6 monster when used for a Release Summon of a Fiend-type monster. This card gains 200 ATK for each of your released Fiend-type monsters.
[/spoiler]
 
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[spoiler=lore]
When this card is Summoned: You can release 2 Fiend-type monsters from your hand, then draw 2 cards. If you activate this effect, you cannot Special Summon monsters, except Fiend-type monsters for the rest of this turn.
[/spoiler]
 
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[spoiler=lore]
If this card is sent to the Graveyard: You can add 1 "Dark Aeon" card from your Deck to your hand. When a DARK Releaser monster you control is targeted by an opponent's card effect: You can return this released card to your Deck; negate that effect. You can only use each effect of "Fallen Demon from the Underworld" once per turn.
[/spoiler]
[/spoiler]
 
[spoiler=Spell]
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Release from your Graveyard or removed from play as many Level 3 or lower DARK monsters as possible. They cannot be used as Release Material monsters except for the Release Summon of a DARK monster.
[/spoiler]
 
[spoiler=Class 1~3]
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[spoiler=lore]
12 Levels
Ths card cannot be destroyed by battle or by card effects. Once per turn, when a Spell/Trap card is activated: You can release 1 Fiend-type monster from your hand or from your side of the field, except this card; negate the activation, and if you do, destroy it. Each time a Fiend-type monster(s) is released, this card gains 500 ATK for each until the end of the turn.
[/spoiler]
 
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[spoiler=lore]
24 Levels
This card cannot be destroyed by battle or by card effects. Once per turn, during either player's turn: You can release 1 Fiend-type monster from your hand or from your side of the field, except this card, to target 1 card on the field; destroy that target. Each time a Fiend-type monster(s) is released, this card gains 1000 ATK for each until the end of the turn.
[/spoiler]
 
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[spoiler=lore]
36 Levels
Can only be Release Summoned. When this card is Release Summoned: You can excavate the top 5 cards of your Deck, release any excavated Fiend-type monster, also send the remaining cards to the Graveyard. This card gains 1000 ATK and DEF for each of your released Fiend-type monsters. Once per turn, when a card or effect is activated: You can return 1 of your released monsters to your Deck to negate the activation and destroy it.
[/spoiler]
[/spoiler]
[/spoiler]
 
I may add more cards, if i get enough feedback. Or even edit some effects.
(Pics taken from JazinKay's Photobucket)
 
EDIT 1: Added new Set of cards. Also a new rule: You can Release Summon Class 2 or higher monsters during your Standby Phase by using 1 or more Releaser monsters from your field or release zone that are 1 class lower than the monster you are about to summon as materials. In this case, their Levels are treated as the amount of Levels they needed to be summoned.
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I must say this sounds like a really cool concept.

They don't really require any sort of investment per say. Instead, card effects are cleverly using the mechanic as a cost to pay for their effects.

The zone builds up over time so you can't really just use them right away, but it serves as a valve releaser of power much like how Lands work in Magic the Gathering (except your built up energy is not self regenerative). The idea is great.

 

The only thing I have doubts about is the concept of a "class".

Xyzs don't have levels because the concept of stacking cards could help them pile up too much in a way that'd be harder to control, and to demerit the impact of Level-specific stall like Gravity Bind, allowing them to come off the list.

but what is the goal of having "Class" instead of Levels here? Remember not to make mechanics too much more complicated than they need to be. I know the stars in the middle look somewhat cool, but other than that.....

 

So other than that, I think this is handled in a clever way overall.

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I must say this sounds like a really cool concept.

They don't really require any sort of investment per say. Instead, card effects are cleverly using the mechanic as a cost to pay for their effects.

The zone builds up over time so you can't really just use them right away, but it serves as a valve releaser of power much like how Lands work in Magic the Gathering (except your built up energy is not self regenerative). The idea is great.

 

The only thing I have doubts about is the concept of a "class".

Xyzs don't have levels because the concept of stacking cards could help them pile up too much in a way that'd be harder to control, and to demerit the impact of Level-specific stall like Gravity Bind, allowing them to come off the list.

but what is the goal of having "Class" instead of Levels here? Remember not to make mechanics too much more complicated than they need to be. I know the stars in the middle look somewhat cool, but other than that.....

 

So other than that, I think this is handled in a clever way overall.

I'll try to explain why i chose Class instead of rank/level

From what ive seen on this forum rules, there cant be levels or ranks 12+

And these cards need very much Levels to their summon, it would be weird seeing a monster Level 20 just because it needs 20 levels.

So i thought about this

Class 1 monsters - they need 1-15 Levels to be summoned

Class 2 monsters - they need 16-30 Levels

Class 3(i dont even know if this can exist) need 30-??? Levels

 

It's just to categorize somethings in a easier way

 

Also, they have a "LV" mechanism on summoning the stronger ones, in example, Aurorus (that Class 2 i posted), can use a Class 1 Releaser monster as 1 of its materials. This way, it is not hard to summon and you will have the optioon to "grow" your monster even more. And maybe, if this becomes a real thing, cards and effects that affect or relies on Class can be created.

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I'll try to explain why i chose Class instead of rank/level

From what ive seen on this forum rules, there cant be levels or ranks 12+

And these cards need very much Levels to their summon, it would be weird seeing a monster Level 20 just because it needs 20 levels.

So i thought about this

Class 1 monsters - they need 1-15 Levels to be summoned

Class 2 monsters - they need 16-30 Levels

Class 3(i dont even know if this can exist) need 30-??? Levels

 

It's just to categorize somethings in a easier way

 

Also, they have a "LV" mechanism on summoning the stronger ones, in example, Aurorus (that Class 2 i posted), can use a Class 1 Releaser monster as 1 of its materials. This way, it is not hard to summon and you will have the optioon to "grow" your monster even more. And maybe, if this becomes a real thing, cards and effects that affect or relies on Class can be created.

 

I see what you are doing.

Since your sample seems to not care too much about what Level monsters are used as long as it fulfills the quota of 20 Levels, I imagined it'd do little difference if it was a "Class 1" or a "Level x" (x being anything really).

 

However, I see that it's not exactly gonna rise up to 12 like Levels and Ranks do, so it's more like the Grades in Cardfight Vanguard. I can respect that decision. Also, its easy to catalog that way so, why not, right?

I'd like to see a format where this sort of mechanic was key, and preferably with the power level of your sample monsters up to now. To me it feels right.

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Class 1: 1-15

Class 2: 16-30

Class 3: 31-45

Class 4: 46-60

Class 5: 61-75

Class 6: 76-90

Class 7: 91-105

Class 8: 105-119

Class 9: 120

 

Class 9 monsters would most likely be instant win conditions seeings as they need your entire release zone to be filled with level 12 monsters, assuming you even go  that high in class.

 

Cool idea though, most likely will never happen though because well... Konami.

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Class 1: 1-15

Class 2: 16-30

Class 3: 31-45

Class 4: 46-60

Class 5: 61-75

Class 6: 76-90

Class 7: 91-105

Class 8: 105-119

Class 9: 120

 

Class 9 monsters would most likely be instant win conditions seeings as they need your entire release zone to be filled with level 12 monsters, assuming you even go  that high in class.

 

Cool idea though, most likely will never happen though because well... Konami.

lol thats a really high amount of class

when i made this i thought to myself that the ultimate class would be 5, becuz its almost impossible to get on that level without losing the game

but probably class 9 would be instant win monsters, and the death of yugioh as well :s

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It shouldn't get too high... Like for example, without being too taxing on the decks intended to use them, and I mean max about 4 materials used for it each:

 

Decks that focus on Level 1 and 2 monsters could probably use cards that need to fill 1 to 8.

Decks that focus on Level 3 and 4 monsters could probably use cards that need to fill 9 to 16 on average.

All these are in the realm of the average sized monsters. Fairly common to light weight. They could go to 20 but it'd need to be more of a boss-y card with potentially 5 Level 4s needed on average.

 

Decks that can use Level 5 and 6 monsters could use cards that need to fill 20 to 25.

Decks that can use Level 7 and 8 monsters easily, could use cards that need to fill 28 to 32.

Dragon Rulers or easy Rank 8-based decks can probably pull this off. Sylvians can afford heavy original Level 8 monsters, to name an example.

 

Decks that can use Level 9, 10, or even 11: Those could fill 36 to 44. If pushing it hard, to about 50. 

This is still a possible landmark if your effects that load the needed materials in the special zone were to put them there from the Extra Deck, because we know there are a few decent Level 9 to 11 Synchros out there. Star Eaters come to mind. Of course that'd be giving up space from your Extra Deck so it'd still need to make up for it even if what you are losing isn't exactly direct card advantage. Something CNumber/CXyz like in nature, or somewhat god-like.

 

Something that needs to go to or near 60 would already be pretty much a walking win condition. You don't make something require at least 5 Level 12 monsters for nothing.

Anything above that is just not viable under any condition.

 

So I agree, 5 sounds like the max class that should exist. It's like grades 0 to 4 in Vanguard, or evolutions from basic (0) to potentially mega (can count as 3). I find it acceptable.

Even the ones above 35 shouldn't really be all that common though. IMO. It is better to concentrate on the variety the lower classes can get to.

 

 

and of course you can also achieve bigger classes by using more materials, which some decks will have some trouble doing, but it is possible.... like reaching 40 with 8 Level 5 monsters, which would take forever.

As well as the fact that monsters don't need to be all of the same Level so a Level 8 could suddenly be mixed in with Level 4s and reach a higher mark more easily, like a BLS Envoy in a mainly Level/Rank 4 Deck....

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While looking at these cards I noticed a lot of deck control. The ability to excavate your deck to search for cards, as well as a type of summon that is a sort of combination of gladiator beasts fusion by returning monsters to your deck and synchro/ritual by requiring certain levels for the summon. I find this really interesting. Considering decks like psychics which allow you to use your life points, fabled & dark world which give you various advantages by discarding, and lightsworn & naturia allowing you to excavate... This is a very interesting way to "control your deck size". You can rapidly get through your deck, and then use that speed to give yourself an advantage while protecting you from "running out of options" by returning the cards you excavated for an advantage back to your deck for a seemingly infinite potential for value. I have a feeling that some cards like exodia t.u.f.l would be a really powerful support for this set, and the high classes would be a little extreme. Other than that, it seems really solid. Thumbs up!

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@CaesarZeppeli you made a good point. It would be easy to determinate what Class a deck could play only by seeing the Levels of the main deck monsters. And i agree, 4 materials is an ok condition to pay, anything above it would be wasting valuable resources.

 

But what i see is a bit different. Any deck could make high Class monsters easily evolving from Class 1 to 2, then on next turn from Class 2 to 3...As you said about grades on Vanguard, its like Riding to the next Grade during each turn. It may be a slow strategy but this way you can protect  your field every turn until you summon the boss, instead of wasting 2~3 turns gathering resources to waste all in one turn(and then your opp just uses Sol Warning '-') The main goal i wanted to achieve is creating a new LV mechanism, but equally strong comparing to the other summons in the game.

 

 

@Seanoow Yea one of the best things about this is the endless resources if you keep returning cards to the deck. But you may want to finish earlier bcuz you may end wasting all spell/traps and your deck will have only monsters. Im dealing with Class very carefully to not make the high Classes very strong, but they need to have a compensating effect because of the high cost of the summon.

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