JessicaMuddy Posted November 5, 2014 Report Share Posted November 5, 2014 Hello all, this is my new type of monster, the Choice monster. These main deck monsters are designed to be powerful Xyz/Synchro material while also having good effects on their own. The way they work: 1. Monster is Normal/ Tribute/ Special Summoned/ Set. 2. When the monster uses/ activates its effect, its level decreases by 1 (Unless stated otherwise). 3. When the level hits 0, the monster is destroyed and sent to the Graveyard Examples I'm guessing that there will be a lot of questions, so ask away! Also, discuss. (I used the Token Monster Card as a template) Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 5, 2014 Report Share Posted November 5, 2014 The little issue here is that these monsters force the player to keep track of their Levels even after they hit the Graveyard. Normally said modifications cease once the monster stops being face-up on the field, but forcing the Levels to remain modified after they leave the field means more information to track. Also, will flipping the monster down, and then back up, reset their Levels? Link to comment Share on other sites More sharing options...
JessicaMuddy Posted November 5, 2014 Author Report Share Posted November 5, 2014 Also, will flipping the monster down, and then back up, reset their Levels? It would make sense, but if you do that you can make the monster use its effects an infinite amount of times with their own monster effect. So no, probably not. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted November 5, 2014 Report Share Posted November 5, 2014 Mm, the main gripe I have with this idea is that you'd have to keep track of extra information (their individual Levels) especially when the monsters go into other places or even become non-public information. Not to mention that it becomes impossible to distinguish between 2 Choice Monsters of the same name which have different Levels due to one copy having used its effects more times than the other. Level-modifying effects can also add to the headache, since we face the possibility of monsters sliding into negative Levels unless ruled otherwise. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted November 5, 2014 Author Report Share Posted November 5, 2014 Then I might just scrap the whole level keeping thing. EDIT: Removed level keeping in the Graveyard. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted November 7, 2014 Author Report Share Posted November 7, 2014 Bumpp! Link to comment Share on other sites More sharing options...
JessicaMuddy Posted November 14, 2014 Author Report Share Posted November 14, 2014 Bump? Link to comment Share on other sites More sharing options...
JessicaMuddy Posted November 22, 2014 Author Report Share Posted November 22, 2014 Bump? Link to comment Share on other sites More sharing options...
JessicaMuddy Posted November 26, 2014 Author Report Share Posted November 26, 2014 If you remove level keeping in the Graveyard, though, you should remove their self-summoning effects. Otherwise, you'd just be able to abuse Necromancer as a nonconditional Treeborn Frog, not to mention the endless possibilities of abuse. Well, I will remove the Necromancer's SS, but Destruction Gamebeast's effect come with a somewhat heavy fine, so I will keep that. The problem with Necromancer is that each time it uses its effect, it doesn't lose a level due to being in the Graveyard. A way to fix this is to simply add another effect, but I'm not sure what it should be. Link to comment Share on other sites More sharing options...
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