Sleepy Posted December 24, 2014 Report Share Posted December 24, 2014 just an effect idea...no name, level, stats yet This card is not destroyed by battle. When you take Battle Damage from an attack involving this monster, Sunder the monster this card battled by an amount equal to the damage you took. If a monster's ATK is Sundered to 0, it is destroyed. I was kind of late to the party here and overall have not thought much about it but... Is "Sunder" an approved thing? From what I can imply in there it seems to mean "decrease the monster's ATK". I don't really know but, is it really necessary? I mean it seems simple enough to say: Cannot be destroyed by battle. When you take battle damage from a battle involving this card: The monster it battled loses ATK by the same amount, and if its ATK becomes 0 this way, destroy it. Anyways, you are here to ask about opinions on the effect, so regardless of how it is written I'll share my thoughts. Indestructible by battle is probably a tad too strong here. That's part of the reason Marshmallon used to be limited, and looking at how removal here is supposed to be more scarce in order to help players build-up a strategy over time and work around each other leaving removal only as a sort of last resort in design, well you get the idea. Spirit Reaper had that targeting self-destruct clause because of this as well. You could do that with this card or maybe you could have only indestructible via battle only while in a certain position or only while it is the only monster you control (for so long), or you can have it only while attacking, or only once per turn, things like that. The other effect probably depends on the ATK it ends up having. It sounds like the lower it is, the more balanced this card is, but also the more effective it is at bringing monsters down to 0. It is sort of like Reptilianne Naga, but Reptilianne cards were never in this sort of environment to begin with so it is hard to judge. On one side it sounds fair that you are taking big amounts of damage to make removal happen and using your Battle Phase, but on the other hand it also looks too steady for a continuous removal option. I'm really not sure what to tell you here. Overall the idea seems nice, though I think it could use a little tweak here and there. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted December 24, 2014 Report Share Posted December 24, 2014 Edited my now called "Fluxwave Diviner" and made it the way it is now. 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. I decided against making it another Pot of Duality since it is at 3 in this. Since we are trying to stop crazy combos and topdecking I decided against making the drawing immediate, even if the monster is a FLIP monster and it gets shuffled into the deck. Link to comment Share on other sites More sharing options...
-Griffin Posted December 24, 2014 Author Report Share Posted December 24, 2014 Generic FLIP Monster here! Fluxwave DivinerLevel 3EARTH/ Psychic/ 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.This creature leaps through time and rips locations from the future and sends them to the past. 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. This feels really weak: It's a much worse Dekoichi since you have to lose the card and the draw is delayed, but I feel even Dekoichi would be fine in this format. You only need one 'delay' feature on the card and the FLIP part is enough. You could buff it in a different way (ATK, DEF, extra effect, ect) if you wanted, but as-is it's just too weak. 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. Gold Sarc I like design-wise: I want Decks to be balanced and consistent at the same time. If Decks end up instantly winning with certain hands made easier by Gold Sarc, I'm more likely to blame the Deck than Sarc. BoM is indeed versatile, but let me explain why I think it's stronger in the TCG than here: In the TCG, you're expected to be making explosive plays on most your turns. Summoning stuff that let you summon, draw, or search stuff that summon, draw, or search, until you've done something silly. BoM has the use of stopping that dead in its tracks - like negating an effect but also stopping you using the Monster for Synchro or XYZ that turn. When you stop the other dude from making his explosive play for the turn in the TCG, you gain huge momentum. Here, it's much less likely that your entire game plan revolves around one huge turn, so BoM will less often decide games, while being a card that is flexible enough to allow real decisions. If it turns out to be too strong, my first reaction is to replace it with 'Book of Moon YDF' which is the same thing but a Normal Trap - the nerf might make it less auto-include but still make those real decisions happen. 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. Seems a bit too situational for now. Only really combos with the other normal-support you added in many situations. I was kind of late to the party here and overall have not thought much about it but...Is "Sunder" an approved thing? From what I can imply in there it seems to mean "decrease the monster's ATK". I don't really know but, is it really necessary? I mean it seems simple enough to say:Cannot be destroyed by battle. When you take battle damage from a battle involving this card: The monster it battled loses ATK by the same amount, and if its ATK becomes 0 this way, destroy it.Ok, explanation of Sunder, why I like it, and how I expect it to be used:Sunder X is a new keyword which means "Reduce the target's DEF by X. If it reaches 0, destroy it."Sunder is useful because it lets you make removal that affects bosses and small creatures without being too effective on bosses. It also fits easily into long effects since you can shorted a two-sentence section of the effect into two words. In really short effects, you can still put the explanation of the effect after the 'Sunder X' part, because that makes it easier for new players to learn the extra keyword by just reading other cards instead of having to go and look it up somewhere when they join the game.It also has some fun future interactions where cards could increase Sunder, be immune to Sunder, ect.If Sunder should affect DEF, ATK, or both is still something we should discuss. I like DEF because it makes DEF more relevant, but I think both would also be valid because it makes Sunder more useful in the cases it doesn't completely kill something.--------I'm going to design some cards because it's fun now, then work on the Type Identity and Format Objectives on the design guide.Since someone mentioned it in Skype, let me add a note about Type Identity: Type Identity isn't supposed to be part of every card of that type, or define the type entirely, but it should be something people think of with the type. In the TCG, this means Beast's type identity came from Rescue Cat for a long time, Rock was defined by Koa'ki Meiru giving it lockdown, LIGHT was defined by Honest being insane, DARK by DAD and Allure being powerful tools they were given. Not all DARK Decks were dedicated entirely to DAD, but when you saw a lot of DARK monsters you knew that gattling gun could blow your field up - DARK had an identity from him. It'd be nice to have each type have some defining cards that give the opponent something to play around and people making new cards for the type something to think on. Link to comment Share on other sites More sharing options...
-Griffin Posted December 24, 2014 Author Report Share Posted December 24, 2014 I made some cards. They were made fairly quickly, so need some common-sense checking. A few generic thingies and some type support, just to get that type identity thing going. Might need to delay the type support from this set through, if they don't have enough cards to go with.[spoiler="Mortron, the Silence"]Mortron, the SilenceXYZ/WIND/Spellcaster/Rank 4?/?The XYZ Materials for this Card are 2 non-token Normal Monsters with the same Level. This card's ATK and DEF are 500x the Level of the XYZ Materials used to Summon it. During either player's turn, you can detach 2 XYZ Material from this card and target 1 face-up Card on the field. Its effects are negated. You can only control 1 "Mortron, the Silence".[/spoiler][spoiler="Parasetic Eruption"]Parasetic EruptionQuick-Play SpellTribute 1 Monster you control that was not Summoned this turn. Special Summon 3 Insect-Types from your Deck whose total level is equal to the level of the tributed Monster.[/spoiler][spoiler="Devils Contract"]Devil's ContractNormal TrapActivate when your opponent Summons a monster. Normal Summon a Fiend-Type Monster from your Deck (This is an additional Normal Summon. Tributes are still required). When the Monster Summoned by this effect leaves the field, take damage equal to its original ATK.[/spoiler][spoiler="Fossil Auction"]Fossil AuctionNormal SpellBanish up to 4 Dinosaur-Types from your Graveyard. During the End Phase, draw a card for every 2 cards you banished (rounded down.)[/spoiler][spoiler="Gaias Garden"]Gaia's GardenField SpellDuring each End Phase, place 1 Growth Counter on each of the turn player's Plant-Type Monsters. Monsters gain 1 level, 300 ATK, and 300 DEF for each Growth Counter on them. Once per turn, the turn player can target a Plant-Type Monster and place a Growth Counter on it. Their opponent draws a card.[/spoiler][spoiler="Oracle of Minds"]Oracle of MindsXYZ/LIGHT/Psychic/Rank 3800/22002 Level 3 MonstersDuring your opponent's Standby Phase, view a random card in your opponent's hand (your opponent knows which one). During your opponent's End Phase, declare a card name. If your opponent has a card with the declared name in their hand, draw a card. If they do not, detach an XYZ Material from this Card or destroy this Card.[/spoiler][spoiler="Lurking Serpents"]Lurking SerpentsNormal TrapYou can also activate this card's effect by banishing it from your Graveyard, or returning this banished card to your Deck. You can only activate each effect of 'Lurking Serpent' once per turn. When you activate this card, select 1 of the following effects:(1) Flip a Sea-Serpent Monster you control to face-down Defense Position.(2) Change a Sea-Serpent Monster you control to face-up Attack Position.(3) Shuffle all face-down Defense Position Monsters you control.[/spoiler][spoiler="Goblin Sapper"]Goblin SapperEffect/FIRE/Warrior/Level 21000/100Tribute this Monster. Destroy 1 Spell or Trap Card.[/spoiler] Link to comment Share on other sites More sharing options...
Sleepy Posted December 24, 2014 Report Share Posted December 24, 2014 Seems a bit too situational for now. Only really combos with the other normal-support you added in many situations. Ok, explanation of Sunder, why I like it, and how I expect it to be used:Sunder X is a new keyword which means "Reduce the target's DEF by X. If it reaches 0, destroy it." Sunder is useful because it lets you make removal that affects bosses and small creatures without being too effective on bosses. It also fits easily into long effects since you can shorted a two-sentence section of the effect into two words. In really short effects, you can still put the explanation of the effect after the 'Sunder X' part, because that makes it easier for new players to learn the extra keyword by just reading other cards instead of having to go and look it up somewhere when they join the game. It also has some fun future interactions where cards could increase Sunder, be immune to Sunder, ect. If Sunder should affect DEF, ATK, or both is still something we should discuss. I like DEF because it makes DEF more relevant, but I think both would also be valid because it makes Sunder more useful in the cases it doesn't completely kill something. Actually, the card has 2 more uses other than my other equip: -Level Eater (because it only works on monsters that are 5 or higher). -Xyzs (because it is probably more plausible for Ranks 5 and 6 than bringing out another Tribute monster, or to adjust for it if you have say, a 2 and a 4). Though I could see it being a little weak as of right now, being a -1 play where one of the options is also a -1 on itself (the Xyz one). Hhmm... On the other subject, I see. If the keyword does cover up both sentences I can see how it helps. You could write it as: Sunder (ATK) Sunder (DEF) Sunder (ATK or DEF) Sunder (ATK and DEF) to specify each time rather than decide later, otherwise we'll be a little more unsure about the card's impact as of right now, and for sure we'll have to go back and update some of them after it would be decided. I'll have another go at the card that was using it then. Cannot be destroyed by battle. When you take battle damage from a battle involving this card, after Damage Calculation: Sunder (ATK and/or DEF?) the other monster by the damage you took. It becomes redundant to explain the monster is gonna be destroyed if it reaches 0 if the word "Sunder" already covers it. I still think the battle protection being that absolute is an issue. Edited my now called "Fluxwave Diviner" and made it the way it is now. I decided against making it another Pot of Duality since it is at 3 in this. Since we are trying to stop crazy combos and topdecking I decided against making the drawing immediate, even if the monster is a FLIP monster and it gets shuffled into the deck. I think having some choice in whatever play you make is important rather than just being stuck with what the deck gives you every turn off the top of it. I think it'd be fine since it only would be 1 reveal better than Crystal Seer, but if you don't want to I suppose it could be more like Dekoichi. The only thing I'll say for sure is that as is it is pretty weak. One thing you could do is make it a Level 4 with really low DEF and decent ATK so that you either set it up for a draw or use it as a beater. Yes you could end up using Book of Moon on it after it having been a beater, but if the DEF is low enough you are gonna lose the monster in the process unless you have Waboku as well or something. Even then, you could add it a clause where it loses a certain amount of ATK when Flipped up, so it can't double as a beater afterwards anymore, and so that your opponent has a chance to stop the drawing effect via Sundering. Just an idea to throw out there. I made some cards. They were made fairly quickly, so need some common-sense checking. A few generic thingies and some type support, just to get that type identity thing going. Might need to delay the type support from this set through, if they don't have enough cards to go with. [spoiler="Mortron, the Silence"]Mortron, the Silence XYZ/WIND/Spellcaster/Rank 4 ?/? The XYZ Materials for this Card are 2 non-token Normal Monsters with the same Level. This card's ATK and DEF are 500x the Level of the XYZ Materials used to Summon it. During either player's turn, you can detach 2 XYZ Material from this card and target 1 face-up Card on the field. Its effects are negated. You can only control 1 "Mortron, the Silence".[/spoiler] [spoiler="Parasetic Eruption"]Parasetic Eruption Quick-Play Spell Tribute 1 Monster you control that was not Summoned this turn. Special Summon 3 Insect-Types from your Deck whose total level is equal to the level of the tributed Monster.[/spoiler] [spoiler="Devils Contract"]Devil's Contract Normal Trap Activate when your opponent Summons a monster. Normal Summon a Fiend-Type Monster from your Deck (This is an additional Normal Summon. Tributes are still required). When the Monster Summoned by this effect leaves the field, take damage equal to its original ATK.[/spoiler] [spoiler="Fossil Auction"]Fossil Auction Normal Spell Banish up to 4 Dinosaur-Types from your Graveyard. During the End Phase, draw a card for every 2 cards you banished (rounded down.)[/spoiler] [spoiler="Gaias Garden"]Gaia's Garden Field Spell During each End Phase, place 1 Growth Counter on each of the turn player's Plant-Type Monsters. Monsters gain 1 level, 300 ATK, and 300 DEF for each Growth Counter on them. Once per turn, the turn player can target a Plant-Type Monster and place a Growth Counter on it. Their opponent draws a card.[/spoiler] [spoiler="Oracle of Minds"]Oracle of Minds XYZ/LIGHT/Psychic/Rank 3 800/2200 2 Level 3 Monsters During your opponent's Standby Phase, view a random card in your opponent's hand (your opponent knows which one). During your opponent's End Phase, declare a card name. If your opponent has a card with the declared name in their hand, draw a card. If they do not, detach an XYZ Material from this Card or destroy this Card.[/spoiler] [spoiler="Lurking Serpents"]Lurking Serpents Normal Trap You can also activate this card's effect by banishing it from your Graveyard, or returning this banished card to your Deck. You can only activate each effect of 'Lurking Serpent' once per turn. When you activate this card, select 1 of the following effects: (1) Flip a Sea-Serpent Monster you control to face-down Defense Position. (2) Change a Sea-Serpent Monster you control to face-up Attack Position. (3) Shuffle all face-down Defense Position Monsters you control.[/spoiler] [spoiler="Goblin Sapper"]Goblin Sapper Effect/FIRE/Warrior/Level 2 1000/100 Tribute this Monster. Destroy 1 Spell or Trap Card.[/spoiler] Mortron the Silence: Ok it took me a while of thinking to figure out this one. You are trying to say that it cannot be Xyz Summoned the normal way and that it can only be Summoned with Normal Monsters, which are written like that because as long as they have the same Level it doesn't matter if it is different from this one's Rank. I'll only say that you can scratch off the Token part, Xyz Monsters cannot use Tokens by definition in the game so you do not need to worry about that. I don't have much more to say about this one. The effect is a good pay-off for using Normal Monsters. I'd even suggest that the Xyz could be Summoned via normal ways (any 2 Level 4 materials) and just unlocked the last effect if the materials were Normal Monsters. One other thing I'd say about it is that its ATK range is pretty much on the Max values and maybe even past that being on pair with Blue-Eyes at Level 6 materials. I mean, I don't know if it is an issue or not, but 400x would be alright enough for what it is, too. Maybe a little under the biggest beaters but only for like 200 points in each stage. Parasetic Eruption: I really am not comfortable with this card's design. It is a Rescue Cat on Quick-play mode that can search up Kamakiri #1 (AKA the WIND floater) and/or swarm with Level Eaters, which will be live from then on as 3 extra constant walls or Rank 1 Xyzs, among other things. That is without taking into account future cards that could be restricted in their design from this. Devil's Contract: I'm completely fine with this one. I'm slightly worried about Summoned Skull from the Deck on turn 1 by Tributing something like Level Eater, Necro Gardna, Oyster, or a Gadget. Though that would could just fall under "good". It is definitely a power play. Even Giant Orc becomes a giant no-no for your opponent's confidency when they Summon an 1800 ATK beater. Hard to tell if this needs a tweak. It could also do something along the lines of what Power Tool does (choose 3 and have your opponent say which one).... Probably. Fossil Auction: Pretty much unusable as of right now with only that Photon monster in the pool to potentially play with it, and since the pack is not to focus on this I really am clueless. All I can say is that if this project goes far enough, eventually we'll have to go back to some of these cards to put a "You can only use the effect of [insert name here] once per turn" clause on them. That is one of the things Avarice needed IRL. The flavor itself is good though. Gaia's Garden: This one's beautiful. Also, I'm ashamed that thanks to this game I thought about the Fierce Knight watering some plants rather than the Mother Earth from mythology. One suggestion is, I'd give it a little push for players that don't use Plants, something like "Once per turn: The turn player can target 1 face-up monster; discard 1 Spell Card, and if you do, the target is also treated as a Plant-Type while it is face-up." In that aspect it'd be more than just a field that only the owner can use at all, and it'd even create some disruption potential on rare occasions by discarding to force an opponent monster into Plant-Type during a time you'd be sure they cannot use it before it raises a Level. Oracle of Minds: If you change "view" for "reveal" you can get rid of the parenthesis clause altogether. As for the other effect, I thought about the options it has as is compared to different variations I thought about, and concluded it is fine as is. It gives you a 3rd try that is entirely optional and even the self-destruction can trigger something in the future so it is good as is. Lurking Serpents: Perfect. I was doubtful at first as I was reading the first clause because it gives it 3 uses, but after reading the effect in full, I can just say that I'd definitely use this card. Sounds fun. Only thing I'd say about it is that the card's name made me think of Reptile-Types, not Sea Serpents... Goblin Sapper: Solid. Nothing else to really say. I'll finish up this post by saying that some of the cards you posted do end up working with the card I made. I just thought it'd be nice to seed this comment here xP If not for right now, maybe for next expansion or something. Link to comment Share on other sites More sharing options...
Nylea's Prophet Posted December 24, 2014 Report Share Posted December 24, 2014 I have created a basis for a world, giving each type a "zone". A name for the world would be nice. [spoiler=World] [spoiler=Frostfall Peaks-Aqua] A place where torrents of freezing water travel though the glacial reachs and peaks. In this harsh landscape elementals of ice and water are born. They wander the area, embodying the will of the icy summits and rushing streams. They protect these lands from those who would encroach opon this realm.[/spoiler] [spoiler=Cradlehaven-Beasts,Plants,Insects,Zombies]Beast-Cradlehaven Forests Plants-Cradlehaven Forests Fairy-Cradlehaven Grove Zombie-Cradlehaven Necrocoppice Insect-All of Cradlehaven Cradlehaven is the grandest forest is the vast kingdom, home to the most fantastical lifeforms. At the heart of all this is the Cradlehaven Grove, at which each fairy is born, from the energys of the Arinat, an orb to which even the fairys do not know the source of it's power. It does however, supply the surrounding lands with lush growth, though in the grove, each plant is so infused with wild magic energys, only the magically born fairys may enter, returning from their duties, proving blessings to those across the kingdom. Outwith the grove speient plants and herd of wild animals roam, in a grand ecosystem. However this is all sustained by the Arinat, and it becomes clear what happens without this power. The Necrocoppice is there area once grown by Arinat power, but it's reach has weakened. Necrocoppice now is full of and undeath poison, so the corpses stalk inbetween the zombifyed trees, looking for new blood for their horde.[/spoiler] [spoiler=Blazefields-Pyro] The blazefeilds are the home of elementals and servents of the flame. This was once the site of a huge burst of heat from a magical outburst from the Arinat. The flame magic left behind gathered fire worshipers, who created embodyment of the fire. They continue these rituals to this day, which keeps the lava magic welling up here.[/spoiler] [spoiler=Bludhall-Beast-Warriors]Bludhall serves on purpose, a home for the brutal and bloodthirsty. From grand fights to raiding partys, some call it the last place you can feel nature's call.[/spoiler] [spoiler=Scar-Stone Valley-Dragons,Reptiles,Dinosaurs,Rocks]Dinosaur-Stone-Scar Valley Dragon-Stone-Scar Valley Reptile-Stone-Scar Valley Rock-Stone-Scar Crater Stone-Scar is a grand valley in which time seems to have slowed. Ruled by ancient Dragons which are served by even older reptiles, it is brutal world where the only thing that matters is remaining alive at the end of the day. With predators like dragons, some offer gifts to appese them, whilst other clans of reptile use their resislience to rebel against their masters, to mixed results. Groups of Dinosaurs roam this valley as well, in all shapes and sizes. The predators rival the dragons in power, amplyfied by the their ancestral power. Dinosaurs are more likely to form packs than solitary dragons. In the Stone-Scar crater, ageless golems wander, silently watching the world pass by. Due to their material nature, few consider them pray and leave them. [/spoiler] [spoiler=Derigarz City-Spellcasters,Warriors,Thunder] Spellcaster-Sumpreme Mages Council Thunder-Abandoned Storm District Warrior-Skywatch Guild Derigarz city's rulers in the supreme Council are ruthless and place ever greater dictates and taxes on the people. They live in grand opulence and the Grandmaster Sadris Bijar seems almost obseesed with power. With his studies in sanguimancy, he is 700 years old. Within the city is the Skywatch Guild, who make it their duty to protect the people from the evils outwith the city walls. They do not apprcieate the council at all but are funded by them, forcing cooperation. The abandoned storm district is home the energy beasts that where released when the Tonussphere went haywire 70 years ago. Those who survived either fled to other parts of the city, or made peace with the new resisdents, still living there today. [/spoiler] [spoiler=Kelndros, Crypt of the Scorned-Fiends] When the usurper Delgis Aretsa was sentenced to death by Sadris Bijar 400 years ago he arranged in him final masterstroke to have himself buried in Kelndros, a hive of shadows. Now he is reborn and those who align with demons and wish to see the mage's council burn shall become his army. Delgis's lesser members use nightmarish power bargained in pacts. However, his upper member have become fully fledged demons in their own right. [/spoiler] [spoiler=Brinehelm-Fish,Sea-Serpents] Fish-Brinehelm SeaSerpent-Tideshaker Temple Brinehelm is the epicenter of oceanic commerce, and a realm ruled by Fish. High Queen Alexia keeps everything in order and funds the Tideshaker Temple, a sacred place where every member of the populace worship the Sea-Serpents or "Merdeus". The standing military are hostile to anyone who does not pay respect to the Merdeus. The mighty creatures themselves wander the open oceans, returning to the temple for gifts and adulation.[/spoiler] [spoiler=Arcarium, City of Assembly-Machines] Arcarium was an ancient city, wiped out by a crusade of Sorcery by the Mage's council. They preserved their souls and began the process of creating robotic bodies. The city is almost ready to activate.[/spoiler] [spoiler=The Sytherium Think Tank-Psychics] Sytherium is where the land's greatest minds are put to the test, conducting experiments and predicting the future. To maximise potential accuracy of the predictions, the psychics test wild devices and techniques. Secluded in the mountains to avoid the restrctions of the city, the Think Tank accepts anyone willing to learn and research.[/spoiler] [spoiler=Skyraize Heights-Winged-Beasts]These mountain peaks provide a resting place for the Griffons and the birds they lead in hunting parties. Souring on air currents and kept safe the Sphinx Mercuria and her avenguard, this is the perfect spot for a nest.[/spoiler] [/spoiler] To try and apply this I took some approved cards and gave them flavor+pictures. [spoiler=Cards] [spoiler=Rallying Call] [/spoiler] [spoiler=Backlash] [/spoiler] [spoiler=Damages and Comp] [/spoiler] [spoiler=Drillmaster Xanian] [/spoiler] [spoiler=Wormhole orb] [/spoiler] [spoiler=Local Hurricane] [/spoiler] [spoiler=Restock] [/spoiler] [spoiler=Tonli] [/spoiler] [spoiler=Throw Weapon] [/spoiler] Also a new card [spoiler=Xanian's Tactics] [/spoiler] [/spoiler] Something that I was pondering, how much atk does the avarage lvl 4 beater with a decent but not game changing effect get? Also Merry Christmas! Link to comment Share on other sites More sharing options...
Sleepy Posted December 25, 2014 Report Share Posted December 25, 2014 I have created a basis for a world, giving each type a "zone". A name for the world would be nice. [spoiler=World] [spoiler=Frostfall Peaks-Aqua] A place where torrents of freezing water travel though the glacial reachs and peaks. In this harsh landscape elementals of ice and water are born. They wander the area, embodying the will of the icy summits and rushing streams. They protect these lands from those who would encroach opon this realm.[/spoiler] [spoiler=Cradlehaven-Beasts,Plants,Insects,Zombies]Beast-Cradlehaven Forests Plants-Cradlehaven Forests Fairy-Cradlehaven Grove Zombie-Cradlehaven Necrocoppice Insect-All of Cradlehaven Cradlehaven is the grandest forest is the vast kingdom, home to the most fantastical lifeforms. At the heart of all this is the Cradlehaven Grove, at which each fairy is born, from the energys of the Arinat, an orb to which even the fairys do not know the source of it's power. It does however, supply the surrounding lands with lush growth, though in the grove, each plant is so infused with wild magic energys, only the magically born fairys may enter, returning from their duties, proving blessings to those across the kingdom. Outwith the grove speient plants and herd of wild animals roam, in a grand ecosystem. However this is all sustained by the Arinat, and it becomes clear what happens without this power. The Necrocoppice is there area once grown by Arinat power, but it's reach has weakened. Necrocoppice now is full of and undeath poison, so the corpses stalk inbetween the zombifyed trees, looking for new blood for their horde.[/spoiler] [spoiler=Blazefields-Pyro] The blazefeilds are the home of elementals and servents of the flame. This was once the site of a huge burst of heat from a magical outburst from the Arinat. The flame magic left behind gathered fire worshipers, who created embodyment of the fire. They continue these rituals to this day, which keeps the lava magic welling up here.[/spoiler] [spoiler=Bludhall-Beast-Warriors]Bludhall serves on purpose, a home for the brutal and bloodthirsty. From grand fights to raiding partys, some call it the last place you can feel nature's call.[/spoiler] [spoiler=Scar-Stone Valley-Dragons,Reptiles,Dinosaurs,Rocks]Dinosaur-Stone-Scar Valley Dragon-Stone-Scar Valley Reptile-Stone-Scar Valley Rock-Stone-Scar Crater Stone-Scar is a grand valley in which time seems to have slowed. Ruled by ancient Dragons which are served by even older reptiles, it is brutal world where the only thing that matters is remaining alive at the end of the day. With predators like dragons, some offer gifts to appese them, whilst other clans of reptile use their resislience to rebel against their masters, to mixed results. Groups of Dinosaurs roam this valley as well, in all shapes and sizes. The predators rival the dragons in power, amplyfied by the their ancestral power. Dinosaurs are more likely to form packs than solitary dragons. In the Stone-Scar crater, ageless golems wander, silently watching the world pass by. Due to their material nature, few consider them pray and leave them. [/spoiler] [spoiler=Derigarz City-Spellcasters,Warriors,Thunder] Spellcaster-Sumpreme Mages Council Thunder-Abandoned Storm District Warrior-Skywatch Guild Derigarz city's rulers in the supreme Council are ruthless and place ever greater dictates and taxes on the people. They live in grand opulence and the Grandmaster Sadris Bijar seems almost obseesed with power. With his studies in sanguimancy, he is 700 years old. Within the city is the Skywatch Guild, who make it their duty to protect the people from the evils outwith the city walls. They do not apprcieate the council at all but are funded by them, forcing cooperation. The abandoned storm district is home the energy beasts that where released when the Tonussphere went haywire 70 years ago. Those who survived either fled to other parts of the city, or made peace with the new resisdents, still living there today. [/spoiler] [spoiler=Kelndros, Crypt of the Scorned-Fiends] When the usurper Delgis Aretsa was sentenced to death by Sadris Bijar 400 years ago he arranged in him final masterstroke to have himself buried in Kelndros, a hive of shadows. Now he is reborn and those who align with demons and wish to see the mage's council burn shall become his army. Delgis's lesser members use nightmarish power bargained in pacts. However, his upper member have become fully fledged demons in their own right. [/spoiler] [spoiler=Brinehelm-Fish,Sea-Serpents] Fish-Brinehelm SeaSerpent-Tideshaker Temple Brinehelm is the epicenter of oceanic commerce, and a realm ruled by Fish. High Queen Alexia keeps everything in order and funds the Tideshaker Temple, a sacred place where every member of the populace worship the Sea-Serpents or "Merdeus". The standing military are hostile to anyone who does not pay respect to the Merdeus. The mighty creatures themselves wander the open oceans, returning to the temple for gifts and adulation.[/spoiler] [spoiler=Arcarium, City of Assembly-Machines] Arcarium was an ancient city, wiped out by a crusade of Sorcery by the Mage's council. They preserved their souls and began the process of creating robotic bodies. The city is almost ready to activate.[/spoiler] [spoiler=The Sytherium Think Tank-Psychics] Sytherium is where the land's greatest minds are put to the test, conducting experiments and predicting the future. To maximise potential accuracy of the predictions, the psychics test wild devices and techniques. Secluded in the mountains to avoid the restrctions of the city, the Think Tank accepts anyone willing to learn and research.[/spoiler] [spoiler=Skyraize Heights-Winged-Beasts]These mountain peaks provide a resting place for the Griffons and the birds they lead in hunting parties. Souring on air currents and kept safe the Sphinx Mercuria and her avenguard, this is the perfect spot for a nest.[/spoiler] [/spoiler] To try and apply this I took some approved cards and gave them flavor+pictures. [spoiler=Cards] [spoiler=Rallying Call] [/spoiler] [spoiler=Backlash] [/spoiler] [spoiler=Damages and Comp] [/spoiler] [spoiler=Drillmaster Xanian] [/spoiler] [spoiler=Wormhole orb] [/spoiler] [spoiler=Local Hurricane] [/spoiler] [spoiler=Restock] [/spoiler] [spoiler=Tonli] [/spoiler] [spoiler=Throw Weapon] [/spoiler] Also a new card [spoiler=Xanian's Tactics] [/spoiler] [/spoiler] Something that I was pondering, how much atk does the avarage lvl 4 beater with a decent but not game changing effect get? Also Merry Christmas! Merry Christmas to you too. I have to say, I haven't read the post's cards in detail (well the approved ones I already know, but that's not what I mean) at the moment of this post. I'm just replying right now to pass you the guide we all got on Skype:https://docs.google.com/document/d/1k5UY7wq8G47_hf7eRwr_Xa1dao_TiGnTRErH8WaT2NI/edit#heading=h.hm2at14ea3mj There is the table of max possible ATK stats for each Level given. Level 1 900 ATK 1100 DEF Level 2 1200 ATK 1400 DEF Level 3 1500 ATK 1700 DEF (also max for Rank 1s) Level 4 1800 ATK 2100 DEF (also max for Rank 2s) Level 5 2100 ATK 2400 DEF (also max for Rank 3s) Level 6 2400 ATK 2800 DEF (also max for Rank 4s) Level 7 2700 ATK 3100 DEF (also max for Rank 5s) Level 8 3000 ATK 3500 DEF (also max for Rank 6s) non-Effect monsters can surpass this limit by 100 or 200 points (tops). Balance out these points with your effects and other traits as best as you can. Don't max out on both stats and stuff like that. Link to comment Share on other sites More sharing options...
-Griffin Posted December 25, 2014 Author Report Share Posted December 25, 2014 On the other subject, I see. If the keyword does cover up both sentences I can see how it helps.You could write it as:Sunder (ATK)Sunder (DEF)Sunder (ATK or DEF)Sunder (ATK and DEF)to specify each time rather than decide later, otherwise we'll be a little more unsure about the card's impact as of right now, and for sure we'll have to go back and update some of them after it would be decided.I'll have another go at the card that was using it then. It becomes redundant to explain the monster is gonna be destroyed if it reaches 0 if the word "Sunder" already covers it.I still think the battle protection being that absolute is an issue. Let's go with it affecting both, for now. I definitely want it to affect DEF, and I think it'd be hard to balance targeting only DEF. Mortron the Silence:Ok it took me a while of thinking to figure out this one. You are trying to say that it cannot be Xyz Summoned the normal way and that it can only be Summoned with Normal Monsters, which are written like that because as long as they have the same Level it doesn't matter if it is different from this one's Rank. I'll only say that you can scratch off the Token part, Xyz Monsters cannot use Tokens by definition in the game so you do not need to worry about that.I don't have much more to say about this one. The effect is a good pay-off for using Normal Monsters.I'd even suggest that the Xyz could be Summoned via normal ways (any 2 Level 4 materials) and just unlocked the last effect if the materials were Normal Monsters. One other thing I'd say about it is that its ATK range is pretty much on the Max values and maybe even past that being on pair with Blue-Eyes at Level 6 materials. I mean, I don't know if it is an issue or not, but 400x would be alright enough for what it is, too. Maybe a little under the biggest beaters but only for like 200 points in each stage. Thanks for the reminder on tokens. I wanted the ATK to be good, although it is likely to be pushing it. I wanted the rank 4 to be better than a level 4, and Rank 6 killing a level 8 seems okay considering the difficulty to Summon. What about 500 ATK/DEF plus 400 per level used? Stronger with low-level normals (900 at level 1, 1300, 1700, 2100, 2500, up to 2900 at level 6 materials)Parasetic Eruption:I really am not comfortable with this card's design. It is a Rescue Cat on Quick-play mode that can search up Kamakiri #1 (AKA the WIND floater) and/or swarm with Level Eaters, which will be live from then on as 3 extra constant walls or Rank 1 Xyzs, among other things. That is without taking into account future cards that could be restricted in their design from this.I'd like to note the two main downsides of this card. You must Summon exactly 3, and you must meet the level requirement exactly. That means if you want to get 3 Level Eaters, you have to tribute a level 3. If your only level 1 insects are Level Eaters and you've drawn/searched one already, you can't Summon anything when using it on a level 3 (you have to reveal your Deck to your opponent to prove it). I did notice one overpowered case, that you attack, Eruption, then attack with the new dudes, so I'm going to add 'and that has not attacked this turn' to the tributed monster's requirements. Fossil Auction:Pretty much unusable as of right now with only that Photon monster in the pool to potentially play with it, and since the pack is not to focus on this I really am clueless.All I can say is that if this project goes far enough, eventually we'll have to go back to some of these cards to put a "You can only use the effect of [insert name here] once per turn" clause on them. That is one of the things Avarice needed IRL. The flavor itself is good though.I think this less desperately needs a once per turn clause because the draw triggers in the End Phase, but I do agree this one can be dropped from this set due to lack of Dinos. Gaia's Garden:This one's beautiful. Also, I'm ashamed that thanks to this game I thought about the Fierce Knight watering some plants rather than the Mother Earth from mythology.One suggestion is, I'd give it a little push for players that don't use Plants, something like "Once per turn: The turn player can target 1 face-up monster; discard 1 Spell Card, and if you do, the target is also treated as a Plant-Type while it is face-up." In that aspect it'd be more than just a field that only the owner can use at all, and it'd even create some disruption potential on rare occasions by discarding to force an opponent monster into Plant-Type during a time you'd be sure they cannot use it before it raises a Level.Interesting idea. Maybe '... Once per turn, the turn player can target a Plant-Type Monster and place a Growth Counter on it OR change its type to Plant while it is face-up on the field. Their opponent draws a card.' Lurking Serpents:Perfect. I was doubtful at first as I was reading the first clause because it gives it 3 uses, but after reading the effect in full, I can just say that I'd definitely use this card. Sounds fun. Only thing I'd say about it is that the card's name made me think of Reptile-Types, not Sea Serpents...It has Serpents in the name! :P I'm listening for better names, though. I have created a basis for a world, giving each type a "zone". A name for the world would be nice.[spoiler=World][/spoiler]To try and apply this I took some approved cards and gave them flavor+pictures.[spoiler=Cards][spoiler=Rallying Call][/spoiler][spoiler=Backlash][/spoiler][spoiler=Damages and Comp][/spoiler][spoiler=Drillmaster Xanian][/spoiler][spoiler=Wormhole orb][/spoiler][spoiler=Local Hurricane][/spoiler][spoiler=Restock][/spoiler][spoiler=Tonli][/spoiler][spoiler=Throw Weapon][/spoiler]Also a new card[spoiler=Xanian's Tactics][/spoiler][/spoiler]Something that I was pondering, how much atk does the avarage lvl 4 beater with a decent but not game changing effect get? Also Merry Christmas!I haven't checked the world stuff in detail, but a skim looks nice enough as a backdrop for the cards.The pictures & flavour text is nice. Xanian being a girl amused me.For the new card, 2000 does feel a bit excessive, and I don't know if you need the warrior-related restriction, it feels weird.1600-1700 is probably safe for a decent effect L4 beater. 1800 for a pretty 'meh' effect, 1900 for Normal Monster, negative effects currently go to 2200 for L4. Link to comment Share on other sites More sharing options...
Sleepy Posted December 25, 2014 Report Share Posted December 25, 2014 So then for now, Sunder will just affect both? Alright. Though, does that mean that it kicks in when either stat hits 0, when both stats hit 0, or when the main intended focus (DEF) hits 0? and if it is supposed to hit both, does that mean both sides can even hit 0 or that when one of the two hits 0 the other can no longer be Sundered because it wouldn't be hitting both? I might be making things way too nit-picky here xD My issue with the Xyz is that its stats were on pair with Normal Monsters maxing out, which are above the max of Effect Monsters already (it being an Effect Monster whose nature makes it toolbox-able when the materials are met), and due to its ? ATK/DEF stats and effect, said maxing out is occurring on both ATK and DEF. Though I don't want it to be weak enough so that everything can kill it either, so yeah why not?I guess it is worth testing how easy Xyzs are to bring out first. Parasetic Eruption: Matching up exact Levels is not actually too hard. Especially when the card allows the monsters to be different Levels from one another. Level 3s like Necro Gardna, Oyster Meister or Hyena are all pretty decent at creating this. Even then, for now it is narrow because we only have like 4 Insects in the game, of only Levels 1 and 4. Wait until Levels 2 and 3 are covered and then it'll be a piece of cake to match them up. Then I was thinking about making Xyz Summoning of higher Ranks a little bit more uhh.. possible, with Level modifying effects for potential Materials, but said kind of support is gonna be out of the question on a generic basis if I can suddenly use it to turn a monster into Level 6 and bring out a Kuwagata and 2 Level Eaters, plus a potential bonus from the Tributed monster's effect depending on what it is. Things like that which could become an issue. The card could very well end up restricting Insects and Level-changing effects down the road in a similar way as Rescue Cat originally did for Beasts. In fact, I think I have an idea for an engine already. To use those Level 3 side-kick monsters I mentioned, mixed with the Insect-Types we currently have, and add in the current Fiend engine we have so far (Normal Summoning from the Deck). That way I can also use-up the Level 3s to Tribute Summon Summoned Skull during my opponent's turn. Then Summoned Skull can become Kuwagata or Flying Kamakiri +2 Level Eaters/Golden Lady Bug/any combination of them, and have my setup. It can only improve once we get some revival and some more Level variations for Insects, or a few more Fiend-Types. To be fair though, I think Level Eater is also to blame here currently (it probably needs a hard OPT clause to it in this format). Otherwise in the future he'll be free Rank 1s or 2-3 Tribute bosses at no cost (and I do mean "free", which I don't tend to normally use in this game, but they revive themselves and even the Level shrinking could be used to one's advantage). That's all I'm able to comment on as of right now because my family is going out to eat in a little bit with relatives, but I'll keep going when I get the chance ^^ EDIT: I'm back around 8 hours later xD Fossil Auction: Fair enough. I don't think I noticed the End Phase clause for some reason the first time I read it. Yeah that changes things. Gaia's Garden: That could work as well. Though it also sounds a little bit too one-sided because the user is likely to use it in a Plant deck, so the opponent is the one that'll have to constantly give you draws if they wanna use it. Huh... I'm pretty bad at names so we'll let the last one stay as is xD Link to comment Share on other sites More sharing options...
JessicaMuddy Posted December 26, 2014 Report Share Posted December 26, 2014 Took people's suggestions of making it a draw engine or a beatstick. And here it is! 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 Link to comment Share on other sites More sharing options...
Sleepy Posted December 26, 2014 Report Share Posted December 26, 2014 Took people's suggestions of making it a draw engine or a beatstick. And here it is! 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 Errr that is good and all, but the main issue is that you are not likely to be able to draw with it... mostly never. It is gonna get attacked while face-down, and most likely is gonna get destroyed and so won't be able to return to the deck to begin with. That is unless you are trying to imply that even if destroyed it still works, but if that is the case you'd need to specify it. The drawing effect as is right now is very situational. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted December 26, 2014 Report Share Posted December 26, 2014 Errr that is good and all, but the main issue is that you are not likely to be able to draw with it... mostly never. It is gonna get attacked while face-down, and most likely is gonna get destroyed and so won't be able to return to the deck to begin with. That is unless you are trying to imply that even if destroyed it still works, but if that is the case you'd need to specify it. The drawing effect as is right now is very situational. Ah, I see what you're saying. If I put "Before damage calculation" would it fix that problem? Link to comment Share on other sites More sharing options...
Sleepy Posted December 26, 2014 Report Share Posted December 26, 2014 Ah, I see what you're saying. If I put "Before damage calculation" would it fix that problem? Sort of like Blast Sphere? That'd solve the issue, but at the same time it'd make it mandatory to be involved in battle in order to do that, so rather than changing the effect to what you are suggesting, I think you could add it as an extra effect on top of what you already have. That way you have both the effect that does that in battle AND the effect that normally flips up during your Main Phase. It'd be something like this: FLIP: You can shuffle this card into you Deck, and if you do, draw 1 card. If this face-down card is attacked by an opponent's monster, before damage calculation: Shuffle this card into the 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. Green part only works if it is not removed from the field in some way (Trap Hole when it flips and activates, or destroyed by battle when it flips) The blue part only works during a battle. If you are good with that so am I. Or if you just want it to work during Main Phase, or only during Battle Phase, I suppose that is your choice as well, as long as you are doing it on purpose and not out of the card unexpectedly working in a different way, I mean xD We'll have to see what the others say of course, but at this point, I'm personally happy with how it is turning out. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted December 26, 2014 Report Share Posted December 26, 2014 Sort of like Blast Sphere? That'd solve the issue, but at the same time it'd make it mandatory to be involved in battle in order to do that, so rather than changing the effect to what you are suggesting, I think you could add it as an extra effect on top of what you already have. That way you have both the effect that does that in battle AND the effect that normally flips up during your Main Phase. It'd be something like this:FLIP: You can shuffle this card into you Deck, and if you do, draw 1 card. If this face-down card is attacked by an opponent's monster, before damage calculation: Shuffle this card into the 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. Green part only works if it is not removed from the field in some way (Trap Hole when it flips and activates, or destroyed by battle when it flips) The blue part only works during a battle. If you are good with that so am I. Or if you just want it to work during Main Phase, or only during Battle Phase, I suppose that is your choice as well, as long as you are doing it on purpose and not out of the card unexpectedly working in a different way, I mean xD We'll have to see what the others say of course, but at this point, I'm personally happy with how it is turning out. I'm good with that as well. Thank you for fixing the effect. I want it to activate whenever it is flipped, so this effect is perfect. Link to comment Share on other sites More sharing options...
Sleepy Posted December 26, 2014 Report Share Posted December 26, 2014 I'm good with that as well. Thank you for fixing the effect. I want it to activate whenever it is flipped, so this effect is perfect. Glad I could help. Also, I updated the reply post I was writing this morning, rather than make another post continuing it, which would have made things confusing looking at how it is a page behind already. Now I think I'll make some stuff myself:Wave-Motion Cannon: (potential change suggestion) During your Standby Phase, if battle damage was inflicted to your LP during your opponents' previous turn, place 1 Counter on this card. During your Main Phase: You can send this card to the Graveyard, and if you do, inflict 1000 damage to your opponent for each Counter it had. This way it discourages absolute stall from happening and the mirror match is not about who is lucky enough to draw into it first. Circle of Forbidden Spells [Equip Spell] Equip only to a monster you control: Target 1 monster from either player's Graveyard with equal or lower ATK than the equipped monster; the equipped monster loses the ATK of the target in the Graveyard, and if you do, Special Summon that target to your side of the field. If the equipped monster's ATK becomes 0, it is destroyed. If this card leaves the field, destroy the monster Summoned this way and return the equipped monster's ATK. Mirror Chevalier LIGHT [Warrior/Effect] Level 3 1400/1400 You can only activate each effect of "Mirror Chevalier" once while face-up on the field. If an effect activates that would make this card lose ATK or DEF: You can target 1 other face-up monster; after that effect resolves, the target loses ATK or DEF respectively by the same amount. If an effect activates that would make this card gain ATK or DEF: You can target 1 other face-up monster; after that effect resolves, the target gains ATK or DEF respectively by the same amount. Link to comment Share on other sites More sharing options...
-Griffin Posted December 26, 2014 Author Report Share Posted December 26, 2014 So then for now, Sunder will just affect both? Alright. Though, does that mean that it kicks in when either stat hits 0, when both stats hit 0, or when the main intended focus (DEF) hits 0?and if it is supposed to hit both, does that mean both sides can even hit 0 or that when one of the two hits 0 the other can no longer be Sundered because it wouldn't be hitting both?I might be making things way too nit-picky here xD[b]New/Clarified Sunder Definition: Sunder <target> by X - {Reduce the ATK and DEF of target by X. If the DEF of the target is 0 after this effect, destroy the target.} Sunder can be used on targets with 0 ATK &/or DEF. If used on a target with 0 ATK, DEF is still reduced. If used on a target with 0 DEF it will be destroyed. [/b] My issue with the Xyz is that its stats were on pair with Normal Monsters maxing out, which are above the max of Effect Monsters already (it being an Effect Monster whose nature makes it toolbox-able when the materials are met), and due to its ? ATK/DEF stats and effect, said maxing out is occurring on both ATK and DEF. Though I don't want it to be weak enough so that everything can kill it either, so yeah why not?I guess it is worth testing how easy Xyzs are to bring out first. [b]Here's an updated version. It's 300 below the max for an XYZ you can make with the materials for any level[/b]:Mortron, the SilenceXYZ/WIND/Spellcaster/Rank 41200 ATK/1200 DEFThe XYZ Materials for this Card are 2 non-token Normal Monsters with the same Level. This card gains 300 ATK and DEF x the Level of the XYZ Materials used to Summon it. During either player's turn, you can detach 2 XYZ Material from this card and target 1 face-up Card on the field. Its effects are negated. You can only control 1 "Mortron, the Silence".[/b]Parasetic Eruption: Matching up exact Levels is not actually too hard. Especially when the card allows the monsters to be different Levels from one another.Level 3s like Necro Gardna, Oyster Meister or Hyena are all pretty decent at creating this. Even then, for now it is narrow because we only have like 4 Insects in the game, of only Levels 1 and 4. Wait until Levels 2 and 3 are covered and then it'll be a piece of cake to match them up. Then I was thinking about making Xyz Summoning of higher Ranks a little bit more uhh.. possible, with Level modifying effects for potential Materials, but said kind of support is gonna be out of the question on a generic basis if I can suddenly use it to turn a monster into Level 6 and bring out a Kuwagata and 2 Level Eaters, plus a potential bonus from the Tributed monster's effect depending on what it is. Things like that which could become an issue.The card could very well end up restricting Insects and Level-changing effects down the road in a similar way as Rescue Cat originally did for Beasts. In fact, I think I have an idea for an engine already. To use those Level 3 side-kick monsters I mentioned, mixed with the Insect-Types we currently have, and add in the current Fiend engine we have so far (Normal Summoning from the Deck). That way I can also use-up the Level 3s to Tribute Summon Summoned Skull during my opponent's turn. Then Summoned Skull can become Kuwagata or Flying Kamakiri +2 Level Eaters/Golden Lady Bug/any combination of them, and have my setup. It can only improve once we get some revival and some more Level variations for Insects, or a few more Fiend-Types. To be fair though, I think Level Eater is also to blame here currently (it probably needs a hard OPT clause to it in this format). Otherwise in the future he'll be free Rank 1s or 2-3 Tribute bosses at no cost (and I do mean "free", which I don't tend to normally use in this game, but they revive themselves and even the Level shrinking could be used to one's advantage). [b]I think people need to be careful with the phrase 'restricting design'. It's a good think that different types/attributes/ect have different considerations when making cards, and effects that work well on Reptiles don't need to be valid on Insects. That said, I can agree that Level Eater might be a problem card. Assuming it's removed, how would you find the card?Parasetic EruptionQuick-Play SpellTribute 1 Monster you control that was not Summoned this turn and that has not attacked this turn. Special Summon 3 Insect-Types from your Deck whose total level is equal to the level of the tributed Monster.[/b] Gaia's Garden:That could work as well. Though it also sounds a little bit too one-sided because the user is likely to use it in a Plant deck, so the opponent is the one that'll have to constantly give you draws if they wanna use it. [b]I think it's fine that field spells very much favour the user, it's just nice to create nice choices for the opponent too when there's a good chance.[/b] Fluxwave DivinerLevel 4EARTH/ 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 This seems solid now, added to the sheet. Now I think I'll make some stuff myself:[b]Wave-Motion Cannon:[/b](potential change suggestion)During your Standby Phase, if battle damage was inflicted to your LP during your opponents' previous turn, place 1 Counter on this card. During your Main Phase: You can send this card to the Graveyard, and if you do, inflict 1000 damage to your opponent for each Counter it had. [b]I'm not sure if this is needed but I'm fine with it. What do other people think?[/b]. [b]Circle of Forbidden Spells[/b][Equip Spell]Equip only to a monster you control: Target 1 monster from either player's Graveyard with equal or lower ATK than the equipped monster; the equipped monster loses the ATK of the target in the Graveyard, and if you do, Special Summon that target to your side of the field. If the equipped monster's ATK becomes 0, it is destroyed. If this card leaves the field, destroy the monster Summoned this way and return the equipped monster's ATK. [b]This is an interesting one. Seems to be fairly easy to make Synchro/XYZ stuff. It's no Monster Reborn, but this could be more powerful than CotH by the way you can activate it on the turn you draw it, and that just seems too good.[/b] [b]Mirror Chevalier[/b]LIGHT [Warrior/Effect]Level 3 1400/1400You can only activate each effect of "Mirror Chevalier" once while face-up on the field. If an effect activates that would make this card lose ATK or DEF: You can target 1 other face-up monster; after that effect resolves, the target loses ATK or DEF respectively by the same amount. If an effect activates that would make this card gain ATK or DEF: You can target 1 other face-up monster; after that effect resolves, the target gains ATK or DEF respectively by the same amount.[b]I quite like this. Solid card, interesting effect. Does it work on Sunder?[/b]---------------------------I'd like to talk about the requirements list. Is everyone happy with them at the moment? What do people think should be added or removed? Which ones deserve a card contest? Cover card for sure. Maybe some of the type bosses, XYZ, the midbosses for types/FLIP? Any of the Spell/Trap support worth it? Link to comment Share on other sites More sharing options...
Darj Posted December 26, 2014 Report Share Posted December 26, 2014 Wave-Motion: I'm fine with the change. Circle of Forbidden Spells: Perhaps it could be turned into a Trap to reduce its speed? Mirror Chevalier: I really like this one. I'm happy with the requirement list and what we got so far. If anything, I would request support for Reptiles or Machines because they are my favorite types but I don't want to be picky. And I guess their time will come eventually. My only concern so far is "Devil's Contract" because it searches any Fiend from the Deck and looks like a card that will be waiting for a big Fiend to come and abuse it. Then again, said monster may never see the light. For a Card Contest, I nominate the "Level 4 DARK support monster" requirement because it may be tricky to make and would like to see the ideas from YCM (assuming we are speaking of a contest open to the entire forum) For Cover Card, not sure yet. I think we should pick one of the Level 7+ monsters or the Rank 5~6 after we make all of them. Link to comment Share on other sites More sharing options...
Sleepy Posted December 26, 2014 Report Share Posted December 26, 2014 This seems solid now, added to the sheet. --------------------------- I'd like to talk about the requirements list. Is everyone happy with them at the moment? What do people think should be added or removed? Which ones deserve a card contest? Cover card for sure. Maybe some of the type bosses, XYZ, the midbosses for types/FLIP? Any of the Spell/Trap support worth it? Errr... about the card you added ^^" The version that you quoted had already been updated in the next (this) page of the thread.... umm this is awkward.... On Parasetic Eruption That change is not gonna make much of a difference because it is a completely chainable card anyways. You'll do it on your opponent's turn or if the situation allows for it, during your your Main Phase 1 to set up some bigger play. I'm usually not one to say "bad design", "free", or "restricts design" too often when I post, but it'll make Level 2 and Level 3 Insects usable by default regardless of effects and other traits. Then if we assume each of them is gonna try to be a good stand-alone card on its own this then becomes more than just adding small numbers. Searching up 3 monsters from the deck and putting them directly on the field is more than just adding identity to a type. I'll say fine if the others do so, but I don't think the card is on the same power level as really anything from at least the import list pool. Edited into a Contiuous Trap card, and all so instances of "equip" have been modified accordingly. Circle of Forbidden Spells [Continuous Trap] Target 1 face-up monster you control and 1 from either player's Graveyard with equal or lower ATK; the first target loses the ATK equal to the second target's ATK, and if you do, Special Summon that target to your side of the field. If the a monster's ATK becomes 0 this way, destroy it. If this card leaves the field, destroy the Summoned monster and have the other target gain its ATK. On Mirror Chevalier: It should work with Sunder. I actually was gonna make it Sunder as well, but wasn't sure exactly how to go about it in the wording. About the requirements list: I'm happy with things as they currently are. It is good to be focused on a single plan. Otherwise everyone would be all over the place or a single person would be in charge of making a whole type. I made a "make our own format from scratch" kind of thread myself a while ago at the Clubs section, and people not only would be doing their own thing, but only like 1 person would comment on other people's stuff and often they wouldn't even get back to me for updating their own effects. It was messy. I'm personally more excited to make Plants and Fairies. The concept of "growth" in plants is what got me into the game of Pokemon TCG (Shymin) so I'm fond of that strategy. Fairies mainly because I've always wanted to try my hand at the concept of gaining LP. I think we can make contests for really any of the high Level stuff. Its nature makes it so that to run effectively it needs to work in synch with something so by then it'd be like discussing on the bosses. I'm very curious about the high Level FLIP you have scheduled there. Link to comment Share on other sites More sharing options...
-Griffin Posted December 26, 2014 Author Report Share Posted December 26, 2014 I'm happy with the requirement list and what we got so far. If anything, I would request support for Reptiles or Machines because they are my favorite types but I don't want to be picky. And I guess their time will come eventually.My only concern so far is "Devil's Contract" because it searches any Fiend from the Deck and looks like a card that will be waiting for a big Fiend to come and abuse it. Then again, said monster may never see the light.It's definitely a top-tier card. It will usually trigger before the opponent's Battle Phase, so I think it has enough counter-play to at least give a go. For a Card Contest, I nominate the "Level 4 DARK support monster" requirement because it may be tricky to make and would like to see the ideas from YCM (assuming we are speaking of a contest open to the entire forum) For Cover Card, not sure yet. I think we should pick one of the Level 7+ monsters or the Rank 5~6 after we make all of them. Cover card is actually requirement no. 100, a level 9+ boss. I could definitely see the low-level DARK/LIGHT Support be valid here, especially once the card pool has grown a little. Errr... about the card you added ^^" The version that you quoted had already been updated in the next (this) page of the thread.... umm this is awkward.... Oops, thought he updated the card back there after the discussion. Fixed now. On Parasetic EruptionThat change is not gonna make much of a difference because it is a completely chainable card anyways. You'll do it on your opponent's turn or if the situation allows for it, during your your Main Phase 1 to set up some bigger play.I'm usually not one to say "bad design", "free", or "restricts design" too often when I post, but it'll make Level 2 and Level 3 Insects usable by default regardless of effects and other traits. Then if we assume each of them is gonna try to be a good stand-alone card on its own this then becomes more than just adding small numbers. Searching up 3 monsters from the deck and putting them directly on the field is more than just adding identity to a type. I'll say fine if the others do so, but I don't think the card is on the same power level as really anything from at least the import list pool.This is going to make level 1 & 2 insects very strong, yes, and future insect cards will have to be designed with that in mind, but keep in mind that to summon, for example, a 2, 2, and 3, you have to tribute a level 7 boss. With the less-removal format we're creating, that level 7 was likely something really valuable. I hadn't really considered level modulation cards. Would your thoughts change if it used the original, printed-on-card level? Edited into a Contiuous Trap card, and all so instances of "equip" have been modified accordingly. Circle of Forbidden Spells[Continuous Trap]Target 1 face-up monster you control and 1 from either player's Graveyard with equal or lower ATK; the first target loses the ATK equal to the second target's ATK, and if you do, Special Summon that target to your side of the field. If the a monster's ATK becomes 0 this way, destroy it. If this card leaves the field, destroy the Summoned monster and have the other target gain its ATK. This still feels very strong, but I'm willing to give it a try.On Mirror Chevalier:It should work with Sunder. I actually was gonna make it Sunder as well, but wasn't sure exactly how to go about it in the wording. "When this card's ATK &/or DEF would be reduced, you can Sunder a target face-up Monster by the amount that would be reduced instead." would be reasonable wording, I think. About the requirements list:I'm happy with things as they currently are. It is good to be focused on a single plan. Otherwise everyone would be all over the place or a single person would be in charge of making a whole type. I made a "make our own format from scratch" kind of thread myself a while ago at the Clubs section, and people not only would be doing their own thing, but only like 1 person would comment on other people's stuff and often they wouldn't even get back to me for updating their own effects. It was messy. I'm personally more excited to make Plants and Fairies. The concept of "growth" in plants is what got me into the game of Pokemon TCG (Shymin) so I'm fond of that strategy. Fairies mainly because I've always wanted to try my hand at the concept of gaining LP. I think we can make contests for really any of the high Level stuff. Its nature makes it so that to run effectively it needs to work in synch with something so by then it'd be like discussing on the bosses. I'm very curious about the high Level FLIP you have scheduled there.It seems people are generally happy with the requirements list. I think we should pad out a bunch of the existing requirements with solidly designed cards, but maybe not labour over them, then put up card contests for some of what's left, analyse what's missing from the set and fill in the last generic slots with that. Link to comment Share on other sites More sharing options...
Sleepy Posted December 27, 2014 Report Share Posted December 27, 2014 Umm no, if Level-changing effects were to exist in this format at some point, I like the idea of giving them these kinds of uses that are apart from the advanced Summoning methods. I'm not too happy about the idea of something like Gagaga Magician being potentially broken here, but since pretty much no one else jumps in to say what they think about the card, and since I just saw the Skype chat message where you said Level Eater is getting removed from the pool entirely, I think let's roll with it and see where it goes. During the time I was away I actually thought about a few ideas for suggestions for those cards, or for potential new cards (whatever they end up being), like making the card add them to the hand instead. That would slow it down, help Golden Ladybug, and the insects searched could still have swarming effects of their own to keep the ball rolling. (if this suggestion doesn't sound favorable, I could always keep the general idea for a potential future card for another type or something). Since I'm guessing we'll be losing the imports as the customs grow in size, I suppose instead of tweaking Level Eater, we could just create our own version of it along the lines of: Level-Eating Leech WATER [Insect/Effect] Level 3 1300/200 You can only activate the effect of "Level-Eating Leech" once per turn. You can banish this card from your Graveyard to target 1 Level 4 or higher monster you control; reduce its Level by 3, and if you do, Special Summon this card in Defense Position. Star-Catching Firefly WIND [Insect/Effect] Level 2 400/700 You can only activate the effect of "Star-Catching Firefly" once per turn. You can banish this card from your Graveyard to target 1 Level 3 or higher monster you control; reduce its Level by 2, and if you do, add this card from your Graveyard to your hand. Circle of Forbidden Spells: I was thinking that one of the issues with my trap is that it chooses from either Graveyard, which was something I originally thought out when it was an Equip, now that it is more chainable I should remove it, and the ATK decreasing part was supposed to be a balancing factor ALSO more effective when it only worked during Main Phase. Not only was it a top to how strong could the revived monster be, but it also a way to ensure your opponent wouldn't be able to receive additional damage. I'm updating these points right now so it would look like this: [Continuous Trap] Target 1 face-up monster you control that has not declared an attack this turn, and 1 from your Graveyard with equal or lower ATK; Sunder the first target by the second target's ATK, and if you do, Special Summon that target to your side of the field. If this card leaves the field, destroy the Summoned monster and have the other target gain its ATK. What do you think? Link to comment Share on other sites More sharing options...
-Griffin Posted December 27, 2014 Author Report Share Posted December 27, 2014 Umm no, if Level-changing effects were to exist in this format at some point, I like the idea of giving them these kinds of uses that are apart from the advanced Summoning methods.I'm not too happy about the idea of something like Gagaga Magician being potentially broken here, but since pretty much no one else jumps in to say what they think about the card, and since I just saw the Skype chat message where you said Level Eater is getting removed from the pool entirely, I think let's roll with it and see where it goes. During the time I was away I actually thought about a few ideas for suggestions for those cards, or for potential new cards (whatever they end up being), like making the card add them to the hand instead. That would slow it down, help Golden Ladybug, and the insects searched could still have swarming effects of their own to keep the ball rolling.(if this suggestion doesn't sound favorable, I could always keep the general idea for a potential future card for another type or something).The design goal of this card is to help insects swarm low-level dudes with a powerful card that gives the type an identity. What if we changed the activation clause from 'tribute a monster that...' to 'activate when a monster you control is removed from the field by an opponent's card (by battle or card effect)' or such, to give the user less control of when its activated? Since I'm guessing we'll be losing the imports as the customs grow in size, I suppose instead of tweaking Level Eater, we could just create our own version of it along the lines of: Level-Eating Leech WATER [Insect/Effect]Level 3 1300/200You can only activate the effect of "Level-Eating Leech" once per turn. You can banish this card from your Graveyard to target 1 Level 4 or higher monster you control; reduce its Level by 3, and if you do, Special Summon this card in Defense Position. Star-Catching FireflyWIND [Insect/Effect]Level 2 400/700You can only activate the effect of "Star-Catching Firefly" once per turn. You can banish this card from your Graveyard to target 1 Level 3 or higher monster you control; reduce its Level by 2, and if you do, add this card from your Graveyard to your hand. These feel weird by having them banish themselves as a cost to put themselves somewhere else. Mechanically it works but it feels clunky. Star-Catching Firefly could be pretty balanced depending on how many strong discard-based effects we have (less than the TCG, ideally), but level 3 is so low that it seems it would be +1ing a bit too often in certain Decks. It could still be playable if the target had to be 5+. L-E Leech is again very easy to throw out. What if it banished itself after using its effect and leaving the field; maybe only if the target wasn't an insect, so it swarms better in insect Decks to fit the theme and is playable elsewhere?Circle of Forbidden Spells:I was thinking that one of the issues with my trap is that it chooses from either Graveyard, which was something I originally thought out when it was an Equip, now that it is more chainable I should remove it, and the ATK decreasing part was supposed to be a balancing factor ALSO more effective when it only worked during Main Phase. Not only was it a top to how strong could the revived monster be, but it also a way to ensure your opponent wouldn't be able to receive additional damage. I'm updating these points right now so it would look like this:[Continuous Trap]Target 1 face-up monster you control that has not declared an attack this turn, and 1 from your Graveyard with equal or lower ATK; Sunder the first target by the second target's ATK, and if you do, Special Summon that target to your side of the field. If this card leaves the field, destroy the Summoned monster and have the other target gain its ATK. What do you think?What if the first target dies from the Sunder by its DEF being reduced? Is the other target still revived normally? Past that clarification I think we're getting to a pretty balanced revival card.I think we can wrap this topic up and move onto a new topic for churning out cards a bit more heavily, and even get the first contest up soon. Are there any cards I missed in this topic that we want in? Link to comment Share on other sites More sharing options...
Sleepy Posted December 27, 2014 Report Share Posted December 27, 2014 What if the first target dies from the Sunder by its DEF being reduced? Is the other target still revived normally? Past that clarification I think we're getting to a pretty balanced revival card. I think we can wrap this topic up and move onto a new topic for churning out cards a bit more heavily, and even get the first contest up soon. Are there any cards I missed in this topic that we want in? Huh I think yes, I could make the Firefly and the Leech go directly from the Graveyard to their destination and go for "Level 5+" as their uniform theme. Firefly banishing at all was a typo from my part anyways. I edited them a couple times right after I posted them and forgot to take out that part. Truth be told, I was fighting bugs and ads that bypassed ABP and at some point I got my attention deviated... But getting back on topic: Level-Eating Leech WATER [Insect/Effect] Level 3 1300/200 You can only activate the effect of "Level-Eating Leech" once per turn. If this card is in your Graveyard: You can target 1 Level 5 or higher monster you control; reduce its Level by 3, and if you do, Special Summon this card in Defense Position. If the target was not an Insect-Type, banish this card when it leaves the field. Star-Catching Firefly WIND [Insect/Effect] Level 2 400/700 You can only activate the effect of "Star-Catching Firefly" once per turn. If this card is in your Graveyard: You can target 1 Level 5 or higher monster you control; reduce its Level by 2, and if you do, add this card from your Graveyard to your hand revealed. If the target was not an Insect-Type, banish this card if it is sent from your hand to the Graveyard. Circle of Forbidden Spells: Yes you Sunder first and if it succeeds then it revives. If your opponent uses a quick effect to decrease your in-field target's ATK so that this card would bring it to 0, then it destroys your monster without successfully reviving anything. I initially was gonna make it so that the last effect that restores the monster's ATK/DEF actually could give that boost to a monster of your choice, but I didn't wanna risk it. Parasetic Eruption: I'd rather it Tributed a monster because otherwise it might be less flexible but it'd also stop being a +1 on its own. Besides, if it is negated as is, the Tribute was still a cost so it gives it some risk factor, even if we don't have a negation effect yet other than the Xyz. Link to comment Share on other sites More sharing options...
seattleite Posted December 29, 2014 Report Share Posted December 29, 2014 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. 36) The Land of Corporealizing Shadows Field Spell Card DARK Monsters can attack directly. If they do, battle damage is halved. If a DARK Monster is attacked, the controller can make that attack a direct attack. If they do, battle damage is halved. 37) Disian Hellspawn Fiend | DARK | Level 2 During your Main Phase, if this card is in the Graveyard and you control a DARK monster: You can Special Summon this card. If you do, this card cannot be tributed or used as material for the summon of a monster, and is banished when removed from the field. During your End Phase, if this card is Banished: You can Shuffle this card in your Deck and target 1 Level 4 or lower DARK Monster in your Graveyard; Special Summon it. It cannot be tributed or used as material for the summon of a monster. [ 500 / 500 ] 38) Silhouette Normal Trap Card Activate when a player takes damage from a DARK monster (either by battle or effect). Gain Life Points equal to the damage, and Special Summon 1 "Silhouette" Token (Spellcaster/DARK/Level 1/0/0) to either player's field. If summoned to the opponent's field, it cannot be tributed, and cannot change battle positions, except by a card effect. Link to comment Share on other sites More sharing options...
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