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Yugioh Designer Format Phase 2 - Selecting TCG cards and custom card requirements.


-Griffin

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Now I've got some idea of what people want from the format, it's time to move towards cards. We'll be taking a large section of TCG cards and a similar number of custom cards before we consider the set duel-ready. Using TCG cards instead of very-similar custom cards makes it easier for new players to know what the cards do, and for players to find cards they want to use because they know some from the TCG.

 

Some of the TCG cards have 'YDF' after their names. This will remain as part of the card's name in-game, and reflects a minor change to the card that leaves it with the same general function but draws attention to new players that they should re-read the card text for an update.

 

The below list is a draft and I welcome feedback.

 

[spoiler='TCG cards']A Feather of the Phoenix
Creature Swap YDF (opponent must control 2 monsters)
Dimensionhole
Dark World Dealings
Fissure YDF (opponent must control 2 monsters)
Gold Sarcophagus
Pot of Duality
Shield & Sword
Soul Release

The Dark Door
Wave Motion Cannon
Deck Lockdown

Raregold Armor
Axe of Dispair

Forbidden Chalice
Forbidden Dress
Book of Moon
Rush Recklessly
My Body as a Shield

Zero Gravity
Waboku
Kunai with Chain
Jar of Greed
Draining Shield

Labrinth of Nightmare

Royal Magical Library YDF (once/turn)
Gadgets
Battle Fader
Oyster Meister
Necro Gardna
Attribute 1500 ATK Searchers YDF (controller not owner).
Max Warrior
Magician of Faith
Level Eater
Iron Blacksmith Kotetsu
Hypnocorn
Gren Maju Da Eiza
Golden Ladybug
Giant Orc
Dimensional Alchemist
Cyber Valley
Majestic Mech - Ohka
Dragon Ice
Airknight Parshath
Photon Thrasher
Copycat
The Creator
The Tricky
Flame Tiger
Cyber Dinosaur
Silver Sentinal
Spell Striker
Crystal Seer

Maryokutai
Deep Diver
Cold Enchanter
Hyena
Little-Winguard
Shine Knight
Balloon Lizard
Sand Moth
Des Feral Imp
Zombyra the Dark

Blue Eyes White Dragon
Summoned Skull
Woodborg Inpachi
Giant Red Seasnake
Island Turtle
Sky Scout
Shining Abyss
Neo the Magic Swordsman
Great Angus
Inpachi
Dark Blade
Robotic Knight

Earthbound Spirit

Nin-Ken Dog

Girochin Kuwagata

[/spoiler]

 

As for custom cards, we're going to start by specifying requirements. Each 'slot' in the set will either be filled by the first entry we're happy fills the requirement and is overall well designed, or will have a card contest where we take the best. (Maybe multiple if entries are just that good).

 

The below list is a draft and I welcome feedback.

 

[spoiler=Custom Card Requirement List]

What requirements have been filled and with what cards can be seen here:

 

https://docs.google.com/spreadsheets/d/1APyPrt2LlZ_AZPZYjTjLuGsJ29D9Xb4wAO2KPyhDvpU/edit?usp=sharing

 

1) Generic Mass Spell/Trap removal - this should exist so that players have a choice to make about setting many traps, instead of always doing it as you would if all the S/T removal options were 1-for-1.

2) Generic Single-Target Spell/Trap removal

3) Generic Single-Target Monster removal

4) Generic Hand Advantage Recovery - Something that draws cards when you have less cards in hand than your opponent.

5) Generic Field Advantage Recovery - Something that helps when you have less Monsters on the field than your opponent.

6) Generic Monster Revival

7-8 ) Generic Equip Spell

9-14) Generic XYZ for each rank 1 to 6.

15) Level 7 or higher Warrior-Type Monster whose effect involves other Warrior-Type Monsters

16) Level 5 or 6 Warrior-Type Monster that supports Warrior-Type Monsters

17-19) Level 4 or lower Warrior-Type Monsters, at least 1 of which supports of Warrior-Type Monsters

20-21) Spell and Trap card to support Warrior-Type Monsters, including a way to search them from the Deck.

22-28) As 15-21, but for Dragon-Type monsters, and the Spell/Trap requirement is that it supports having only a single monster on the field.

29-35) As 15-21, but for Fiends-Type Monsters. The Spell/Trap requirement is removed, but at least 3 of the monsters should have a heavy downside or cost.

36) Field Spell for DARK Monsters. 

37) Level 4 or lower Monster that supports DARK Monsters.

38) Spell or Trap Card that supports DARK Monsters.

39-41) as 36-38, but for LIGHT Monsters.

42-44) Level 4 and lower FLIP effect Monsters.

45) Level 5 or 6 FLIP effect Monster.

46) Spell or Trap Card to support FLIP effect Monsters.

47-50) Generic Spell Card

51-55) Generic Trap Card

56-65) Generic level 4 or lower Monster

66-72) Generic level 5 & 6 Monsters

73-76) Generic level 7 & 8 Monsters

77-99) ? Any cards? Insert more requirements here.

100) Level 9+ boss monster, cover card.

[/spoiler]

 

Again, this is heavily a draft and downright not finished, looking for feedback. 

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We're only focusing on 3 types in the first set, we could replace Fiends with Spellcasters but that'll depend on what most people want.

 

Generic level 4 or lower monster that banishes stuff from each player's Graveyard could be fine. So could something to return Banished cards to the Deck/hand.

 

Penguin Soldier is 100% no. Far too easy removal against large creatures.

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Still probably too effective. If you notice the removal I brought over from the TCG, the best one is probably Copycat, and the others (Fissure, Creature Swap) have been nerfed. This was intentional, since Copycat lets your opponent interact with it with most Quickplays/Traps, but something like Hane-Hane, they can't really assume every face-down monster is Hane-Hane, so you'll usually get their boss off the field with no real effort or interaction.

 

EDIT: Just to clarify, I'm fine with some easy removal, but most should have trouble targeting high level/high ATK/high DEF monsters, or some penalty for targeting them. Removing Junk Synchron should be easier than removing Blue-Eyes White Dragon. 

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Still probably too effective. If you notice the removal I brought over from the TCG, the best one is probably Copycat, and the others (Fissure, Creature Swap) have been nerfed. This was intentional, since Copycat lets your opponent interact with it with most Quickplays/Traps, but something like Hane-Hane, they can't really assume every face-down monster is Hane-Hane, so you'll usually get their boss off the field with no real effort or interaction.
 
EDIT: Just to clarify, I'm fine with some easy removal, but most should have trouble targeting high level/high ATK/high DEF monsters, or some penalty for targeting them. Removing Junk Synchron should be easier than removing Blue-Eyes White Dragon.

 
Would a mechinic like this be viable:
[spoiler=Spell Version]xq49Yoj.jpg[/spoiler] 
[spoiler=Monster Version]Ja0pUES.jpg[/spoiler]
This way it can easily finish off weak targets, but can still take on larger targets, at the cost of a lot of resources. Of course Carius can exile from hand instead, if that would work better. Also suggestions for a better name of the mechanic would be nice.

On the topic of types, it seems like a good idea to give each type a mechanical identity e.g. Warrior get best equips, Pryo get best burn, Plants make best tokens, dragons get big costly summons e.g. dragonic tactics(although that might be quicker that you want, just using an example), beasts get ATK boosts and rewards for "hunting" monsters e.g. horn of the phantom beasts.

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The mechanic definitely sounds like a way we could do removal, names for the mechanic could be stuff like, "Blast", "Sunder". 

 

I agree with the mechanical identity thing, here's some ideas I had:

 

Warriors: Equips and searchers to make use of versatile cards, a toolbox with different troop types as it were.

Insects: Swarm ability, easily summons many low-level cards.

Fiends: Many costs & drawbacks, deal-with-the-devil style.

Dragons: Big stompy monsters, generally a focus on trying to summon their high-level bosses.

Pyro: Direct damage, could make use of the mechanic you suggested.

Spellcaster: Makes use of Spell Cards.

Dinosaur: Maybe use the thematics of Fossils and let them benefit from cards sitting in the Graveyard.

Fairy: Healing LP & monster protection

Winged-Beast: Return-to-hand/deck.

Beast: Benefits from other beasts on board, build up a 'pack', and from other beasts' death.

Sea-Serpents: Hard to target, set themselves face-down a lot.

Rock: High-DEF, resistant to destruction.

Fish/Aqua: Not sure, might go old-school and have an Umi-style where they need their ocean/field spell to get the most from them.

Zombie: Revive from Grave, this one is easy.

Machine: Attach to each other, duplicate cards.

Beast-Warrior: Not sure.

Plant: 'Growth' effects, gaining stuff each turn.

Thunder: Many destruction effects.

Reptile: No idea, honestly.

Psychic: See your opponent's cards, and rewards for knowing them.

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I'll call it sunder at least for now cos that will be less confusing
 

Insects: Swarm ability, easily summons many low-level cards.

This makes sense, though "swarming" is a bit difficult with only 5 zones. Is allowing insects to use seal of oricalcos-esce effects for insects to go to the s/t zones a possibilty?

Pyro: Direct damage, could make use of the mechanic you sugggested.

Another option would be banishing the grave as fuel for effects. Probably could use both as these effects have a limited design potential, especially if any deck can use some sort of weaker Sunder.

Dinosaur: Maybe use the thematics of Fossils and let them benefit from cards sitting in the Graveyard.

I just want to say this idea is really cool.

Fish/Aqua: Not sure, might go old-school and have an Umi-style where they need their ocean/field spell to get the most from them.

If aqua occupies ice/water elementals and amphibous animals(e.g. penguins, frogs) they could tap into the idea of ice and whirlpools and be the stasis type, like appliying mini cold wave to 2 cards or locking attacks from a target for a turn. This would allow fish to take Umi for themselves(although can the Umi A-Be called something in english and B-Be useful)

Beast-Warrior: Not sure.
Reptile: No idea, honestly.

Yeah, these guys don't lend themselves to much, both of them are like beasts.

Plant: 'Growth' effects, gaining stuff each turn.

Flower counters from the world tree could be a thing, allow for stuff like "When this card is normal summon, put 2 flower counters on something" effects.

Thunder: Many destruction effects.

If we go this route, they could share Sunder, to allow for weaker destruction.

Psychic: See your opponent's cards, and rewards for knowing them.

Would they also keep their LP manipulation effects?


What is that fate of wyrms in this version? Are they being totally ignored(an idea I am not apposed to).
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So this is the temporary base to be worked off of in this project (taken from the OP's list):
2jahkcm.png

 

Wave-Motion Cannon and Jar of Greed seem iffy to me.

 

The first because you have pretty solid raw DEF walls with pretty little removal, on top of Cyber Valley, Waboku, triple Book of Moon, triple Duality, and triple Gold Sarcophagus. Stall/Burn decks are such a pain to deal with. Without much S/T removal, Wave-Motion might as well be a quicker Final Countdown that can become faster as you sack extra copies into the field.

 

The second one is not a problem by itself, but it is the kind of card that enables other hard to deal with decks like Makyura/Temple of the Kings or Chain Burn. I guess it isn't too bad, but it'd be better off with an OPT clause or a more interactive activation condition like that of Supercharge (non-archetype specific though).

 

 

 

One thing you could do is make effects weak-ish but generic, and give them a small boost if used with the intended Type/Attribute/etc. For example, I made this card a while ago, coincidentally for a custom format of mine (it has a different power level than probably intended in this project though):

 

Field Spell Card
When a monster(s) you control is destroyed, place 1 Rage Counter on this card and if a Reptile-Type monster is destroyed, place 4 Rage Counters on this card instead. If this card would be destroyed, you can remove 2 Rage Counters instead. Remove 3 Rage Counters: Draw 1 card. Remove 8 Rage Counters and target 1 face-up Reptile-Type monster: Its original ATK becomes 3000.

 

The flavor is that the Field Spell is a lake with a Godzilla-like shadow in the middle, that slowly comes out of the water as you damage its companions, especially fellow reptiles. This makes it help you out while it is around, but with the option of just unlocking total rage.

 

Anyways, the above card is meant to be a slower and non-stacking (also not yet tested) version of "Supply Squad", but with a small turn that turns it into Type support.

What do you think of something like that?

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What about a Penguin Soldier YDF with an effect like:

 

FLIP: Target 2 other monsters on the field; return those targets to the hand. You can only use this effect of "Penguin Soldier" once per turn.

 

Can no longer bounce itself to loop and cant use more than 1 in a turn for mass bouncing (or loophole to loop).

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What about a Penguin Soldier YDF with an effect like:

FLIP: Target 2 other monsters on the field; return those targets to the hand. You can only use this effect of "Penguin Soldier" once per turn.

Can no longer bounce itself to loop and cant use more than 1 in a turn for mass bouncing (or loophole to loop).


But it could still bounce big huge boss guys that way.
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What about a Penguin Soldier YDF with an effect like:

 

FLIP: Target 2 other monsters on the field; return those targets to the hand. You can only use this effect of "Penguin Soldier" once per turn.

 

Can no longer bounce itself to loop and cant use more than 1 in a turn for mass bouncing (or loophole to loop).

 

Yeah as said above, the issue with Penguin Soldier is that this format is meant to put up effort into Summoning the big monsters, and Penguin Soldier disregards that effort and bounces things back. Even if it only returned 1 other monster (Hane-Hane) it'd probably still be an issue for the intents and purposes of the gameplay in construction.

 

One of the approaches I read about up there is the concept of weakening monsters out and if they reach a certain amount (usually 0 ATK or 0 DEF), the removal kicks in.

 

One thing I think the game could do here is to demand discards or something along the lines equal to the number of Tributes the monster would require. So light-weight monsters would be the easier ones to bounce.

 

Err I think an issue with the latter suggestion I just made here is that eventually the format needs to have SOME come-back plays, and that's not one.

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Yeah as said above, the issue with Penguin Soldier is that this format is meant to put up effort into Summoning the big monsters, and Penguin Soldier disregards that effort and bounces things back. Even if it only returned 1 other monster (Hane-Hane) it'd probably still be an issue for the intents and purposes of the gameplay in construction.

Dont know how i glossed over that...hmm. I wonder if there is a boss removal that is fair for this format? What if there were different versions (like LVL cards) so there is 1 level 4 or lower that targets level 4 or lowers, 1 level 5 or 6 that targets level 6 or lowers, and 1 level 7 or higher that targets anything? Requires effort in summoning and rewards more effort with better effects. Could have a penguin or hane-hane like boss that way

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I'll call it sunder at least for now cos that will be less confusing
 

What is that fate of wyrms in this version? Are they being totally ignored(an idea I am not apposed to).

 

I like Aqua going the ice/control route. I don't think Psychic need the LP manipulation.

 

Sunder's good.

 

Huh, didn't notice they'd added another new type. For now, ignore wyrms, I think 90% of those can go in Dragon anyway.

 

So this is the temporary base to be worked off of in this project (taken from the OP's list):
2jahkcm.png

 

Wave-Motion Cannon and Jar of Greed seem iffy to me.

 

The first because you have pretty solid raw DEF walls with pretty little removal, on top of Cyber Valley, Waboku, triple Book of Moon, triple Duality, and triple Gold Sarcophagus. Stall/Burn decks are such a pain to deal with. Without much S/T removal, Wave-Motion might as well be a quicker Final Countdown that can become faster as you sack extra copies into the field.

 

The second one is not a problem by itself, but it is the kind of card that enables other hard to deal with decks like Makyura/Temple of the Kings or Chain Burn. I guess it isn't too bad, but it'd be better off with an OPT clause or a more interactive activation condition like that of Supercharge (non-archetype specific though).

 

 

 

One thing you could do is make effects weak-ish but generic, and give them a small boost if used with the intended Type/Attribute/etc. For example, I made this card a while ago, coincidentally for a custom format of mine (it has a different power level than probably intended in this project though):

 

<card>

 

Anyways, the above card is meant to be a slower and non-stacking (also not yet tested) version of "Supply Squad", but with a small turn that turns it into Type support.

What do you think of something like that?

 

Thanks for the visualization.

 

WMC I like because, while I generally don't like burn, it feels like one of the best-designed burn cards to me. It lets your opponent interact with it by trying to destroy it and seeing the timer he's on if he can't, and the controller has to make the choice on when it's worth "cashing in" and not risking it get destroyed. It might be best to see what spell/trap removal we have in the format before deciding its fate, but if the removal is light, I have no objection to removing it.

 

Jar of Greed I think is fine for now, it can bait spell/trap removal, fill in for any Deck, maybe do some weird things with some cards we design, and stuff like Chain Burn and Temple of Kings is probably the main offender in those Decks. I could see some generic Supercharge-ish card making it in, though.

 

I like the idea of semi-generic cards. I think your example might be too weighted to the type-specific side, making it almost useless as a generic if the type-specific is balanced, but some 75%-generic stuff could be neat. It'll vary from design to design what makes sense, but increasing the generic pool is always great for giving people more choice in Deck design.

 

Yeah as said above, the issue with Penguin Soldier is that this format is meant to put up effort into Summoning the big monsters, and Penguin Soldier disregards that effort and bounces things back. Even if it only returned 1 other monster (Hane-Hane) it'd probably still be an issue for the intents and purposes of the gameplay in construction.

 

One of the approaches I read about up there is the concept of weakening monsters out and if they reach a certain amount (usually 0 ATK or 0 DEF), the removal kicks in.

 

One thing I think the game could do here is to demand discards or something along the lines equal to the number of Tributes the monster would require. So light-weight monsters would be the easier ones to bounce.

 

Err I think an issue with the latter suggestion I just made here is that eventually the format needs to have SOME come-back plays, and that's not one.

 

Yeah, the 'Sunder' mechanic we discussed above reflects the weakening into removal thing and is definitely something I can imagine us using. 

 

There's some other ways to target boss-monsters. Other boss-monsters can consider them fair game to target. Cards with drawback based on level are also valid. ATK/DEF lowering and effect negation are generally fair game. Here's some concepts that can help remove bosses:

 

[spoiler='Damages & Compensation']
Normal Spell
Target 1 Monster your opponent controls. Destroy it. If it was level 5 or 6, your opponent draws a card. If it was level 7 or 8, your opponent draws 2 cards. If it was level 9 or higher, your opponent draws 3 cards. Treat Rank as level for this card effect.[/spoiler]

[spoiler='Pale Venom Dart']

Normal Trap
Target 1 Monster, equip this card to it. Decrease the ATK and DEF of a Monster equipped with this card by 800. During either player's turn, you can destroy this card to have both players draw 1 card. When this card is destroyed, negate the effect of the equipped monster until the next End Phase.[/spoiler]

[spoiler=''cardname"]

Normal Trap

Activate when a Monster you controls attacks or is attacked by a Monster no more than 2 levels higher than it. Destroy both monsters.[/spoiler]

 

The format definitely needs comeback plays. One draft I had for a come-back card is this:

 

[spoiler='Guardian Spirits']
Normal Spell
Summon Monster(s) from your Graveyard such that after this effect has resolved, you do not have more Monsters on the field than your opponent, and the total level of Monsters on your side of the field is not greater than your opponent's. Treat Rank as Level for this card effect. It is now your End Phase.[/spoiler]

 

Wording is probably awkward, but the idea is there. It gives your opponent the first chance to react, but is likely to force out more than 1 card to remove them, allowing you to approach a comeback in many situations. 

 

I'm thinking about creating a 'card design guidelines' that would have things like maximum attack without drawback for each level, type mechanic identity, and examples of how strong some things (draw, search, removal) should be?

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I made an attempt at some of the Warrior-Type stuff:

 

[spoiler='Drillmaster Xanian']
Level 6/Warrior/Effect/DARK
2300/2100
You can activate this card's effect when another Warrior-Type you control battles an opponent's Monster. That Monster gains 500 ATK and DEF, but is destroyed during the End Phase.[/spoiler]

 

[spoiler='Shield-Bearer Tonli']
Level 3/Warrior/Effect/EARTH
1100/1700
Once per turn, you can change this card's battle position. Once per turn, when a monster you control is targetted by an attack, you can redirect the attack to this Monster. This card gains 200 DEF for each other Warrior-Type Monster you control.[/spoiler]

 

[spoiler=' Throw Weapon']

Normal Spell
Select 1 Monster you control equipped with an Equip Spell. During this turn cannot be destroyed by battle. If it is a Warrior-Type, it also gains 500 ATK. During the End Phase, destroy 1 Equip Spell equipped to that Monster.[/spoiler]

 

[spoiler='Commander's Rallying Horn']
Equip Spell
Once per turn when you would draw a card, you can add a Warrior-Type from your Deck to your hand instead. Once per turn when the equipped monster is attacked, you can Special Summon a level 4 or lower Warrior-Type from your hand, and that monster becomes the attack target instead.[/spoiler]

 

I'm trying to do a few things here. One, via the spell/traps, is to give them a benefit for Equips, they fit Equips more naturally than any other type. Two, with Rallying Horn's Summon effect and Tonli's redirect, is controlling the opponent's attacks, like a formation, because it felt thematically appropriate. Third, with Rallying Horn's search, is allowing Warriors to use very varied effects and a lot of cards only once or twice in the Deck, and good searchers to play like a toolbox.

 

With Throw Weapon and Tonli, I also aimed to make them semi-generic, so they wouldn't be totally useless without applying to Warriors, but still do focus on supporting them.

 

I haven't done the other Warrior-Type monsters, including the boss.  

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1) Storm of the Savage Beast
Spell
If your opponent controls more Spell/Trap card than you do: Destroy as many Spell/Trap cards on your side of the field, then destroy the same amount of cards on your opponent's side of the field +1.

2) Backlash
Trap
When your opponent declares a direct attack: Negate that attack, and if you do, destroy 1 Spell/Trap your opponent controls.

3) Storage Box (Better name is needed)
Quick-Play Spell
When a monster you control is returned to the hand, Target 1 monster on the field: Destroy it.

4) Draw of the Helpless
Spell
If your opponent has 5 or more cards in their hand and this is the only card in your hand, you can activate this card: Draw 3 cards, then discard 1 random card from your opponent's hand.

5) Last Hope Before Armageddon
Trap
If you control no monsters: Special Summon 2 Level 6 or lower monsters from your Graveyard, and if you do, they cannot attack or be used as Synchro/Xyz Material this turn.


Just a few here.
May add some more later.
I did them in the same order as the list provided at the top of the page.

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1) Seems too easy to + off of. With only 2 cards on their field you can set this, then activate it and +1 while clearing the field. I would rather a 'set everything deterrent' didn't totally clear their board, because that removes most their interaction for the turn. 

 

My design: 

Semi-Heavy Storm
Normal Spell
Your opponent destroys Spell and Trap Cards they control until they control two or less Spell and Trap Cards.

 

2) This could definitely also exist as removal, but the main idea of this slot was something less conditional. 

 

Local Hurricane
Normal Spell
Target 1 Spell or Trap Card your opponent controls. Destroy that card. Your opponent can negate this effect. If they do, draw 2 cards.

 

3) Again, this sort of card could definitely work, but I'm looking for something more generic. Very few Decks will be reliably triggering this.

 

4) Any time you can trigger this card it's a +4, that's totally insane and not balanced, this one won't be making it in.

 

Restock
Normal Spell
During your next Standby Phase, if you have less cards in hand than your opponent, draw until you have as many cards in hand as your opponent.

 

This design lets your opponent interact and reduce its effectiveness, but when there's a big gap it can still pull you back a bit.

 

5) I quite like this one. I'd be concerned for its use as easy XYZ/Synchro material - it might be better as a Normal Trap so you have to wait a turn after drawing it and it can do far less instant one-turn combos. 

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4) Draw of the Helpless
Spell
If your opponent has 5 or more cards in their hand: Draw 5 cards and reveal them. Then you can discard any number of monsters to draw an equal amount of cards.

 
 If I'm reading this correctly, could this allow for a starting hand of 9+hand filtering? Cos that's absurd.
 

[spoiler="Damages & Compensation"]
Normal Spell
Target 1 Monster your opponent controls. Destroy it. If it was level 5 or 6, your opponent draws a card. If it was level 7 or 8, your opponent draws 2 cards. If it was level 9 or higher, your opponent draws 3 cards. Treat Rank as level for this card effect.[/spoiler]

This does have the problem that a rank 4 gives you nothing and a a rank 5 is generally more valuble than a lvl 5.
 

[spoiler="Guardian Spirits"]
Normal Spell
Summon Monster(s) from your Graveyard such that after this effect has resolved, you do not have more Monsters on the field than your opponent, and the total level of Monsters on your side of the field is not greater than your opponent's. Treat Rank as Level for this card effect. It is now your End Phase.[/spoiler]

 Maybe restrict to being the 1st card of MP1, like Card Car D, although that might be to restrictive.
 

I'm thinking about creating a 'card design guidelines' that would have, things like maximum attack without drawback for each level, type mechanic identity, and examples of how strong some things (draw, search, removal) should be?

 
I would very much apprciate this, thanks.
 
 

[spoiler=Commander s Rallying Horn']
Equip Spell
Once per turn when you would draw a card, you can add a Warrior-Type from your Deck to your hand instead. Once per turn when the equipped monster is attacked, you can Special Summon a level 4 or lower Warrior-Type from your hand, and that monster becomes the attack target instead.[/spoiler]


Feels weird you can use it on any warrior, plus that is a very strong effect, so maybe only eqippable to synchros, xyz, fusions, rituals and lvl 5 or highers?

Here's some cards for feinds:

Beltor, Lord of Imps FIRE Feind lvl 3
1000 ATK 1000 DEF
When this card destroys a monster by battle, you may pay 1000 life points and banish a Feind type monster from you graveyard. If you do, draw a card.

"The imps celebrate him. All I see is a runt"-Delgis

Vankarial of the Blood Chains DARK Feind Lvl 4
ATK 1900 DEF 1400

During the end phase, if you do not control another Feind type monster:Destroy this Face-up Card.
If another Feind Type Monster destroys a Monster by battle, Gain life points Equal to it's ATK.

"Some give shards of their souls to the demons. I have chained the whole thing to their might so they
might use all my power"-Vankarial

Crossed with Silver
Continous Spell Card
Once per Turn:When the opponent's monster declares an attack targeting a Feind Type monster you control, you may discard a card: Place a bribary counter on it. Monsters with bribary counters cannot attack.

"Attackers crushing down the door? Break out the coffers."-Delgis to Beltor

Some questions:
You have asked for generic targeted s/t removal, but could you explains the issue with mst/dust tornado?

Also are the custom cards going to interact in a world like the duel terminal world. If so, I would be up for some world building.

Will there be rules on interation with the banished zone? E.g. outside of psychic who are know to do this, cards can't just be dragged out the banished zone unless it was by the card that put it there

Also I like semi-Heavy
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1) Seems too easy to + off of. With only 2 cards on their field you can set this, then activate it and +1 while clearing the field. I would rather a 'set everything deterrent' didn't totally clear their board, because that removes most their interaction for the turn.

My design:
Semi-Heavy Storm
Normal Spell
Your opponent destroys Spell and Trap Cards they control until they control two or less Spell and Trap Cards.

2) This could definitely also exist as removal, but the main idea of this slot was something less conditional.

Local Hurricane
Normal Spell
Target 1 Spell or Trap Card your opponent controls. Destroy that card. Your opponent can negate this effect. If they do, draw 2 cards.

3) Again, this sort of card could definitely work, but I'm looking for something more generic. Very few Decks will be reliably triggering this.

4) Any time you can trigger this card it's a +4, that's totally insane and not balanced, this one won't be making it in.

Restock
Normal Spell
During your next Standby Phase, if you have less cards in hand than your opponent, draw until you have as many cards in hand as your opponent.

This design lets your opponent interact and reduce its effectiveness, but when there's a big gap it can still pull you back a bit.

5) I quite like this one. I'd be concerned for its use as easy XYZ/Synchro material - it might be better as a Normal Trap so you have to wait a turn after drawing it and it can do far less instant one-turn combos.

I wasn't thinking very well when I made 4, but 3 can be used with Spirits, if we're using them. Should change 5 to a trap, so I'll do that and some other stuff in that post.

EDIT: Edited my cards.
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This does have the problem that a rank 4 gives you nothing and a a rank 5 is generally more valuble than a lvl 5.

 

I'm generally okay with that because it's still at least ballpark correct & XYZ have the benefit of usually not requiring Deck dedication.
 
 Maybe restrict to being the 1st card of MP1, like Card Car D, although that might be to restrictive.

 

I think either could be fine.

 
I would very much apprciate this, thanks.
 

I'll get on it 

Feels weird you can use it on any warrior, plus that is a very strong effect, so maybe only eqippable to synchros, xyz, fusions, rituals and lvl 5 or highers?

 

I'd actually rather rename it. It's intended to make the Deck more consistent and already needing a boss to use it really detracts from that.

Here's some cards for feinds:

Beltor, Lord of Imps FIRE Feind lvl 3
1000 ATK 1000 DEF
When this card destroys a monster by battle, you may pay 1000 life points and banish a Feind type monster from you graveyard. If you do, draw a card.

"The imps celebrate him. All I see is a runt"-Delgis

 

Possibly a little week, depending on what buffs we have for Fiends

Vankarial of the Blood Chains DARK Feind Lvl 4
ATK 1900 DEF 1400

During the end phase, if you do not control another Feind type monster:Destroy this Face-up Card.
If another Feind Type Monster destroys a Monster by battle, Gain life points Equal to it's ATK.

"Some give shards of their souls to the demons. I have chained the whole thing to their might so they
might use all my power"-Vankarial

 

"it's" being the fiend or the destroyed monster? I think you could make this only suicide during 'your' End Phase, so that you can set it and possibly use it next turn.

Crossed with Silver
Continous Spell Card
Once per Turn:When the opponent's monster declares an attack targeting a Feind Type monster you control, you may discard a card: Place a bribary counter on it. Monsters with bribary counters cannot attack.

"Attackers crushing down the door? Break out the coffers."-Delgis to Beltor

 

I'm assuming the effect stops if this card is removed. Feels like a lot of restrictions and -1ing yourself for a fairly mediocre stall effect. Unless we later develop 'Bribery Counters', this wouldn't be likely to see play over Waboku.

Some questions:
You have asked for generic targeted s/t removal, but could you explains the issue with mst/dust tornado?

 

Discussing in Skype, we didn't want Equips to become useless, and when you MST/DT an equip while that monster is attacking, you +1 for no real effort. It also ruins Decks with a focus on field spell cards, or quirky things that come up from Continuous cards. I'd rather S/T removal be slower, more costly, &/or more interactive. MST/DT are generally far too powerful and invalidate huge swaths of card design. 

Also are the custom cards going to interact in a world like the duel terminal world. If so, I would be up for some world building.

 

I don't really have time for this, but if anyone else wanted to do it that would be awesom.

Will there be rules on interation with the banished zone? E.g. outside of psychic who are know to do this, cards can't just be dragged out the banished zone unless it was by the card that put it there

 

I don't think so. Banished interaction should be more costly that equivalent Graveyard interaction, but beyond that I'm fine with things existing that play with it. 

Also I like semi-Heavy

 

 

I wasn't thinking very well when I made 4, but 3 can be used with Spirits, if we're using them. Should change 5 to a trap, so I'll do that and some other stuff in that post.

 

You shouldn't be thinking of specific Decks like 'spirits' for the 'generic' card slots. The generic means it should be something to at least consider in 90% of Decks.

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I made an attempt at some of the Warrior-Type stuff:

 

[spoiler='Drillmaster Xanian']
Level 6/Warrior/Effect/DARK
2300/2100
You can activate this card's effect when another Warrior-Type you control battles an opponent's Monster. That Monster gains 500 ATK and DEF, but is destroyed during the End Phase.[/spoiler]

 

[spoiler='Shield-Bearer Tonli']
Level 3/Warrior/Effect/EARTH
1100/1700
Once per turn, you can change this card's battle position. Once per turn, when a monster you control is targetted by an attack, you can redirect the attack to this Monster. This card gains 200 DEF for each other Warrior-Type Monster you control.[/spoiler]

 

[spoiler=' Throw Weapon']

Normal Spell
Select 1 Monster you control equipped with an Equip Spell. During this turn cannot be destroyed by battle. If it is a Warrior-Type, it also gains 500 ATK. During the End Phase, destroy 1 Equip Spell equipped to that Monster.[/spoiler]

 

[spoiler='Commander's Rallying Horn']
Equip Spell
Once per turn when you would draw a card, you can add a Warrior-Type from your Deck to your hand instead. Once per turn when the equipped monster is attacked, you can Special Summon a level 4 or lower Warrior-Type from your hand, and that monster becomes the attack target instead.[/spoiler]

 

I'm trying to do a few things here. One, via the spell/traps, is to give them a benefit for Equips, they fit Equips more naturally than any other type. Two, with Rallying Horn's Summon effect and Tonli's redirect, is controlling the opponent's attacks, like a formation, because it felt thematically appropriate. Third, with Rallying Horn's search, is allowing Warriors to use very varied effects and a lot of cards only once or twice in the Deck, and good searchers to play like a toolbox.

 

With Throw Weapon and Tonli, I also aimed to make them semi-generic, so they wouldn't be totally useless without applying to Warriors, but still do focus on supporting them.

 

I haven't done the other Warrior-Type monsters, including the boss.  

 

The high-Level Warrior there sounds a bit weak, since it is already a Tribute monster whose ATK is a bit lower than others in the current pool, it cannot boost itself for a one-turn 2800 beater, and after a couple turns to build up the field to be able to use said effect, the other Warrior will go to the Graveyard.

I believe if it was able to boost itself it'd be fine because it'd become bigger for a turn and then die in exchange.

 

Otherwise I like the other cards you posted here. I'm reading the list on your link right now for the rest of what's being made. If you want we can offer a grammar update on some.

I know it just needs to be easily understandable rather than follow up a certain wording, but small things could be fixed. For example, I saw you have the word "select" up there. Nowadays "target" is the word commonly used in the game, with "select" only used when something is not specifically for target, like cards being inherently untargetable on the hand or deck, or selecting something other than cards (like a player(s) or... I can't think of other examples, I guess for selecting a Type/Attribute/Level/Rank when a card calls for it).
That and well, problem-solving-card-text really helps one figure out when a discard and such is an effect and when it is a cost. Right now the game doesn't seem to demanding so it is fine, but down the road if things are in need of clarification of some sort... 

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