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


-Griffin

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The tribute monster is intended to feel like a commander more than a fighter, so I'm trying to put the focus on his 'overwork' effect, and his synergy with the equip & other Warrior. I can see him being a bit weak though, but I'd rather buff him in some way other than his ATK or overworking himself.

 

Card grammar is definitely a weak point for me, I'm basically going off a 3-year-old memory for it. 

 

EDIT: What if the Drillmaster got "If a Warrior-Type Monster has been destroyed by battle since your last End Phase, you can Normal Summon this Card without a tribute."? Maybe a drop of 100-300 ATK & DEF to compensate?

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That sounds interesting. It is a big bouncing back play to let a Warrior-Type to be a meat shield and then bring out a 2000 or 2300 ATK monster. 

It'd be not too far from the power levels of, say, Airknight Parshath and the Tricky, and it seems like you can make it live enough to beat down bigger things like Summoned Skull if the destroyed monster to unlock the Tribute-less Summon is Necro Gardna. Especially with Zombire in play at 2100 starting points.

 

Another option that I just thought about, is the idea of sending 1 Equip Spell Card equipped to a Warrior-Type to ditch the Tribute requirement. 

or even to let it be less Warrior-dependent, instead of "equipped to a Warrior-Type" we could use "equipped to a Defense Position monster", since I saw there is a Warrior that can do it while preventing the commander from receiving attacks, and also there is Little Wingard. 

The combo doesn't let it immediately use its effect this way, but it still would give you a 2300 ATK beater and potentially combo with the effect of an equip card that might trigger from your getting rid of it.

 

 

 

 

 

I have a card idea.

 

Equip Spell

Target 1 Normal Monster you control; shuffle it into the Deck, and if you do, Special Summon 1 monster from your Deck with the same Type and Level that the target had on the field, and equip it with this card. The equipped monster cannot attack directly.

 

Also, I know the current TCG base list was carefully chosen already in a conference, but I'd like to petition for the chance to exchange (links in the names):

Turtle Island for Earthbound Spirit.

Sky Scout for Girochin Kuwagata (if being WIND is important enough) or Neo Bug. Though the latter sounds too good with almost the same ATK and DEF.

Giant Red Seasnake for Nin-Ken Dog

mainly because that way the equip Spell idea I just posted here could make any of the 6 Attribute floaters searchable through vanilla swapping, but Earthbound Spirit for the chance of switching from defensive plays to offensive with Giant Orc.

 

In theory as a consistency tool that is a -1 dependent on vanilla usage and counterable by quick s/t removal. Though hopefully it isn't too powerful.

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Wow I really need to catch up with this.

 

I will read the OP more carefully later, but for now I want to suggest Dust Tornado for a generic 1-for-1 S/T removal, because basically it is an slower MST.

 

Also, I'm a bit concerned with a couple of cards that made into the list, namely:

Dark World Dealings: yes, it is basically a -1 that fixes hands, but the discard can also set monsters up in the grave, and may become a problem eventually.

Level Eater: I understand that Level 5+ monster won't be as easy to drop, but still, once an Eater makes it into the grave, it can potentially turn intro free fodder for a couple of turns.

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

 

We gotta come up with better wording for Sunder, so you can use it like this:

 

"Special Summon 1 monster from your Graveyard. Sunder it by 2000" ?

 

 

I have a card idea.

 

Equip Spell

Target 1 Normal Monster you control; shuffle it into the Deck, and if you do, Special Summon 1 monster from your Deck with the same Type and Level that the target had on the field, and equip it with this card. The equipped monster cannot attack directly.

 

 

I like that card very much :)

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We gotta come up with better wording for Sunder, so you can use it like this:

 

"Special Summon 1 monster from your Graveyard. Sunder it by 2000" ?

 

 

 

I like that card very much :)

 

Thank you =D

Vanillas are often bullied. People say vanillas can't have a purpose and will only be inferior cards that games don't need unless their ATK is too high. Say no to vanilla bullying. x9

 

 

EDIT:
Randomly made this

This is disregarding the custom creations for the format as of right now, and is still devoid of play-testing. I'll go for a more non-stall strategy on the second deck-building attempt.

4vog00.png

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On Beltor-Maybe buff him to 1500 and/or lose the LP cost?

On Vankarial-My apologies, "it's" is reffering to the destroyed monster, the drawback was supposed to only go off during your end phase, so the user woulld have a chance to summon a new one. As Such:
Vankarial of the Blood Chains DARK Feind Lvl 4
ATK 1900 DEF 1400

During your 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 the destroyed monster'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

On Crossed with silver-Would it be to good if the discard was changes to, say giving them 1000 life points? That would also fit the flavor better.

On Mst-Fair enough. Should mass s/t removal destroy non-feild spell cards on that principle?

On a World-I will start work on that and submit my work to the council:). Should it be(at least for now) be themed around types, given that those seem to be the focus right now.(Giving prority to Warriors, Feinds and Dragons for the first set).


Also:

9)Mirius, Sage of the Grove
Rank 1 Earth Fairy 2 Lvl 1s

300 ATK 500 DEF

You can detach 1 Xyz Material from this card; draw 1 card. You can only use this effect of "Mirius, Sage of the Grove" once per turn. Once per turn, this card cannot be destroyed by battle.

"Droplets of light fall from every leaf, Blessed by Quentil Himself. Use this gift wisely"


49)Normal Spell-Scorn of the Archmage
Target a monster, Sunder-500(The target loses 500 DEF until the end of the turn. If this effect causes its DEF to become 0, destroy it)
Target a monster, Sunder-500

"The Archmage often graces his subjects, usually only to make a mockery to those who oppose him."

This is not a typo. Both halves resolve at the same time.

Level eater does seem a little bit too much like, combo or useless. I'm not against to it, but it would definatly be something that should go if it restricts card design.
 

We gotta come up with better wording for Sunder, so you can use it like this:

"Special Summon 1 monster from your Graveyard. Sunder it by 2000" ?

Maybe Sundering does not include the targeting, allow it to alter to what it effects? I have incorparated a proposed layout above. Still needs work.
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Torn A-Sunder (name spelled that way on purpose

 

Normal Spell

All monsters are Sundered -500.

 

Also, I would suggest having the destruction of something sundered to 0 ATK or DEF (whichever one you prefer) be a game maechanic. That way you dont need the destruction clause and if something else is going to happen to said monster, you could just specify that in the effect

 

also...

 

 

49)Normal Spell-Scorn of the Archmage
Target a monster, Sunder-500(The target loses 500 DEF until the end of the turn. If this effect causes its DEF to become 0, destroy it)
Target a monster, Sunder-500

"The Archmage often graces his subjects, usually only to make a mockery to those who oppose him."

is the text in bold flavor text, or did you just add in a little tid-bit? 

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Torn A-Sunder (name spelled that way on purpose
 
Normal Spell
All monsters are Sundered -500.
 
Also, I would suggest having the destruction of something sundered to 0 ATK or DEF (whichever one you prefer) be a game maechanic. That way you dont need the destruction clause and if something else is going to happen to said monster, you could just specify that in the effect
 
 If this would be possable, this would probably work, are we going to have a list of added mechanics?
 
is the text in bold flavor text, or did you just add in a little tid-bit?

That would be flavor text. I feel it gives the cards a bit more style.

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That sounds interesting. It is a big bouncing back play to let a Warrior-Type to be a meat shield and then bring out a 2000 or 2300 ATK monster. 

It'd be not too far from the power levels of, say, Airknight Parshath and the Tricky, and it seems like you can make it live enough to beat down bigger things like Summoned Skull if the destroyed monster to unlock the Tribute-less Summon is Necro Gardna. Especially with Zombire in play at 2100 starting points.

 

Cool, edited on the sheet

 

I have a card idea.

 

Equip Spell

Target 1 Normal Monster you control; shuffle it into the Deck, and if you do, Special Summon 1 monster from your Deck with the same Type and Level that the target had on the field, and equip it with this card. The equipped monster cannot attack directly.

 

This feels potentially a bit weak, I think it could stand to be 'up to 1 level higher'.

 

Also, I know the current TCG base list was carefully chosen already in a conference, but I'd like to petition for the chance to exchange (links in the names):

Turtle Island for Earthbound Spirit.

Sky Scout for Girochin Kuwagata (if being WIND is important enough) or Neo Bug. Though the latter sounds too good with almost the same ATK and DEF.

Giant Red Seasnake for Nin-Ken Dog

mainly because that way the equip Spell idea I just posted here could make any of the 6 Attribute floaters searchable through vanilla swapping, but Earthbound Spirit for the chance of switching from defensive plays to offensive with Giant Orc.

In theory as a consistency tool that is a -1 dependent on vanilla usage and counterable by quick s/t removal. Though hopefully it isn't too powerful.

 

Those can be added without removing anything, I'm pretty sure the TCG list was only around 70-80 cards. Will do.

 

 

I will read the OP more carefully later, but for now I want to suggest Dust Tornado for a generic 1-for-1 S/T removal, because basically it is an slower MST.

 

You've probably caught up and seen by now, but we consider DT too strong also. The version on the Google Docs sheet is a Normal Spell. Also, I added the sheet to the second spoiler.

 

Also, I'm a bit concerned with a couple of cards that made into the list, namely:

Dark World Dealings: yes, it is basically a -1 that fixes hands, but the discard can also set monsters up in the grave, and may become a problem eventually.

Level Eater: I understand that Level 5+ monster won't be as easy to drop, but still, once an Eater makes it into the grave, it can potentially turn intro free fodder for a couple of turns.

 

DWD: I don't have a problem with fueling the grave relatively easily as a -1; I was actually considered Foolish in the import set until I decided it was too good to also search an exact card instantly.

Level Eater: I'm okay having some easy fodder. We want the format to be slower in that fields aren't instantly wiped or filled with no effort or counter-play every turn, but we still want some combos and power-plays.

 

 

Have you considered something that can be more of a one-time use like Amarylease or Carboneddon?

 

I really don't like Carboneddon, but Amarylease looks very possible. I'd be happy to bring it over, but would people still want L-Eater removed?

 

 

Also:

9)Mirius, Sage of the Grove
Rank 1 Earth Fairy 2 Lvl 1s

300 ATK 500 DEF

You can detach 1 Xyz Material from this card; draw 1 card. You can only use this effect of "Mirius, Sage of the Grove" once per turn. Once per turn, this card cannot be destroyed by battle.

"Droplets of light fall from every leaf, Blessed by Quentil Himself. Use this gift wisely"

 

This has a problem I'll include when I get to the general design guidelines, but draw shouldn't be instant unless it's supposed to be a very powerful effect. Also, we currently have very few not-by-battle removal.


49)Normal Spell-Scorn of the Archmage
Target a monster, Sunder-500(The target loses 500 DEF until the end of the turn. If this effect causes its DEF to become 0, destroy it)
Target a monster, Sunder-500

"The Archmage often graces his subjects, usually only to make a mockery to those who oppose him."

 

This seems cool. Potentially a little weak, but cool.

This is not a typo. Both halves resolve at the same time.

Level eater does seem a little bit too much like, combo or useless. I'm not against to it, but it would definatly be something that should go if it restricts card design.
 
Maybe Sundering does not include the targeting, allow it to alter to what it effects? I have incorparated a proposed layout above. Still needs work.

 

 

Torn A-Sunder (name spelled that way on purpose

Normal Spell

All monsters are Sundered -500.

 

Card looks fine, but again a bit weak. Not that much has less than 500 DEF.

 

Also, I would suggest having the destruction of something sundered to 0 ATK or DEF (whichever one you prefer) be a game maechanic. That way you dont need the destruction clause and if something else is going to happen to said monster, you could just specify that in the effect

 

I'd like it to be explained on cards with short effects (like Torn A-Sunder there) because there's plenty of space and it isn't overwhelming to read, but if it's in the middle of a card with a stompy 4+ sentence effect, I'm happy to just have it unexplained.

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Made some modifications for the card:

 

[Equip Spell]

When equipped to a monster, the equipped monster cannot attack directly until your next turn's Battle Phase. Once while this card is face-up, during your Main Phase, if equipped to a Normal Monster you control: You can shuffle the equipped monster into the Deck, and if you do, Special Summon 1 monster from your Deck with the same Type and a Level that is equal to or 1 higher than the Normal Monster while it was on the field, and equip this card to it.

 

Notes:
-It can be normally equipped to any monster, serving as a semi-stall from direct attacks.

-It only works for 1 turn, but if you find a way to re-equip it to something else then the clock restarts for another one-turn stall.

-It can now swap vanillas for monsters of equal Level or that are 1 Level higher, but only one time while face-up to prevent doing it each turn.

-It notes the Type and Level of the vanilla while it was on the field, so effects that modify those traits will affect what you are able to search out of this card.

 

 

 

 

On the note of the Level Eater, it kind of does look like an easy Tribute fodder slash free extra wall. It really ultimately depends on how the format moves when it is developed enough for testing, but I'd keep a close eye on it. 

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We want to focus this set, so there won't actually be any Fusion/Synchro/Ritual monsters in the first set, just a few XYZ and main-Deck stuff. When it comes to Fusion, we'll discuss if we want to go Contact Fusion, Poly, or some other route, or leave it up to the individual fusion to sort out their fuse card. If we even have a need for Fusions instead of specific-material Synchro/XYZ


https://docs.google.com/document/d/1k5UY7wq8G47_hf7eRwr_Xa1dao_TiGnTRErH8WaT2NI/edit?usp=sharing

 

Here's a start of the card design guide, what else would people like to see in here?

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Player's behind on card advantage should naturally find it easier to gain card advantage and 'catch up'. Most Deck's general game plan should be two steps:

 

1) Gain card advantage through outplaying the opponent

2) 'cash in' that card advantage to gain a LP advantage before the opponent catches up. 

 

Repeat until win.

 

Different Decks will accomplish those steps differently, or might have totally different steps, but that's the sort of direction we want the format to go towards. We do not want people 'sitting on their advantage' to try and get more advantage, or ignoring their opponent and either winning by OTK ignoring the opponent's board or gaining overwhelming advantage without interacting with the opponent.

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Player's behind on card advantage should naturally find it easier to gain card advantage and 'catch up'. Most Deck's general game plan should be two steps:

 

1) Gain card advantage through outplaying the opponent

2) 'cash in' that card advantage to gain a LP advantage before the opponent catches up. 

 

Repeat until win.

 

Different Decks will accomplish those steps differently, or might have totally different steps, but that's the sort of direction we want the format to go towards. We do not want people 'sitting on their advantage' to try and get more advantage, or ignoring their opponent and either winning by OTK ignoring the opponent's board or gaining overwhelming advantage without interacting with the opponent.

This should be in the OP somewhere.

 

Also, an idea I've been mulling around:

 

Lancer Cavalier

EARTH

Beast-Warrior/Xyz/Effect

R3/1700/1000

2 Level 3 monsters

If this card battles a Level 6 (5? 7?) or higher monster: You can detach an (all?) Xyz Material from this card; this card gains 1000 ATK during damage calculation only.

 

initially I planned it out as a warrior, but realized that it would couple with other support a bit too well. It should probably have a drawback of some kind, but I wanted to throw out the concept of Xyz fighting bosses. It's a lot harder to get material for Xyz out in this format, so I think it should have some longevity, much like the boss monsters it purportedly tries to kill. Might be too toolbox-y though.

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Generic FLIP Monster here!

 

Fluxwave Diviner

Level 4

EARTH/ Psychic/ FLIP/ Effect

 

FLIP: You can shuffle this card into you Deck, and if you do, draw 1 card.

This creature leaps through time and rips locations from the future and sends them to the past.

 

ATK: 1800 DEF: 100

 

 

Since we don't want easy combos and topdecks and stuff I made the draw at the End of the turn.

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I will read the OP more carefully later, but for now I want to suggest Dust Tornado for a generic 1-for-1 S/T removal, because basically it is an slower MST.

 

You've probably caught up and seen by now, but we consider DT too strong also. The version on the Google Docs sheet is a Normal Spell. Also, I added the sheet to the second spoiler.

 

Also, I'm a bit concerned with a couple of cards that made into the list, namely:

Dark World Dealings: yes, it is basically a -1 that fixes hands, but the discard can also set monsters up in the grave, and may become a problem eventually.

Level Eater: I understand that Level 5+ monster won't be as easy to drop, but still, once an Eater makes it into the grave, it can potentially turn intro free fodder for a couple of turns.

 

DWD: I don't have a problem with fueling the grave relatively easily as a -1; I was actually considered Foolish in the import set until I decided it was too good to also search an exact card instantly.

Level Eater: I'm okay having some easy fodder. We want the format to be slower in that fields aren't instantly wiped or filled with no effort or counter-play every turn, but we still want some combos and power-plays.

 

Yeah, I read what has been done by now.

DWD: I see. I thought we were going for an even slower format, but if you are fine with this card, then I see no problem with it.

Eater:  Same as Sleepy: we can keep and test it but I will keep an eye on it.

 

From Sleepy's screenshot of a possible deck, I noticed that both Gold Sarc and Book of Moon are Unlimited here. Wouldn't it better to keep them Limited? BoM is just too versatile, and while Gold Sarc was Limited mostly because of Dragon Rulers, a 2-turn omni-searcher looks too good in a format where everything is slower.

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This has a problem I'll include when I get to the general design guidelines, but draw shouldn't be instant unless it's supposed to be a very powerful effect. Also, we currently have very few not-by-battle removal.

 

If the draw was replaces with gain 1000 lp, would that balence it?

 

This seems cool. Potentially a little weak, but cool.

 

Would sunder 600 for both hit enough? I'm thinking about  an ability for monsters where in battle with other monster their atk is dealt to the defence+the sunder 0 DEF condition, to combo off sunder.

 

 

Generic FLIP Monster here!

 

Return Gainer (Need a better name!)

Level 3

EARTH/ Warrior (or Beast, or whatever, it doesn't really matter)/ FLIP/ Effect

 

FLIP: You can shuffle this card into you Deck, and if you do, draw 1 card during the End Phase of this turn.

 

ATK: 500 DEF: 1400

 

Nice card, just name suggestion.  You could make is psychic and make the falvor of it slipping out of reality to bring forth the future.  "Fluxwave Diviner" is what I came up with.

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This should be in the OP somewhere.

 

Also, an idea I've been mulling around:

 

Lancer Cavalier

EARTH

Beast-Warrior/Xyz/Effect

R3/1700/1000

2 Level 3 monsters

If this card battles a Level 6 (5? 7?) or higher monster: You can detach an (all?) Xyz Material from this card; this card gains 1000 ATK during damage calculation only.

 

initially I planned it out as a warrior, but realized that it would couple with other support a bit too well. It should probably have a drawback of some kind, but I wanted to throw out the concept of Xyz fighting bosses. It's a lot harder to get material for Xyz out in this format, so I think it should have some longevity, much like the boss monsters it purportedly tries to kill. Might be too toolbox-y though.

 

 

I think the current version of this is alright. I'd say give it a detach cost of 2. That way it is a one-shot use that can beat down 1-Tribute monsters but only once to make up for toolbox potential. Also it won't be able to just repeat its effect by re-charging 1 material with external effects.

In short, sort of like Number 101 does it IRL.

 

 

Generic FLIP Monster here!

 

Return Gainer (Need a better name!)

Level 3

EARTH/ Warrior (or Beast, or whatever, it doesn't really matter)/ FLIP/ Effect

 

FLIP: You can shuffle this card into you Deck, and if you do, draw 1 card during the End Phase of this turn.

 

ATK: 500 DEF: 1400

 

 

Since we don't want easy combos and topdecks and stuff I made the draw at the End of the turn.

 

 

I think being FLIP is already a delay cost on itself. If we are allowed to have an immediate Mystic Tomato here, we are probably allowed to have an immediate "Dekoichi/Dark Mimic LV1" here. Besides, we already have Crystal Seer in the pool, which is a better version of Dark Mimic LV1 and will let you do it even if it ends up destroyed by battle. That is something your card falls short at because it has to be able to shuffle into the deck to draw anything. 

I have an idea, would it be too powerful if it was a FLIP Monster version of Duality? Maybe returning the other cards to top or bottom rather than shuffling, in case we eventually make a sort of memory-based divination deck in the future.

 

Huhh... I had forgotten that back in the GX era, Crystal Seer existed and was even a 50 dollar ultra back in the day.... how has the game changed ever since.

 

 

 

EDIT:

What do you think of this?

Morphing Mantle

[Equip Spell]

When equipped to a monster: Declare 1 monster Type; the equipped monster is also treated as the declared Type and it gains 2 Levels. If this card is sent to the Graveyard: You can target 1 face-up monster on the field; It gains 1 Level.

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