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The next EVOlution in Dueling! (Need help with template)


Pchi

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I've been developing this idea for a while, and I'd gladly accept suggestions to improve it, but first, take a look at how it is at this moment:

 

NEW MONSTER CARD TYPE: EVO

 

It's a new Monster Card variety that comes to join Ritual, Fusion, Synchro and Xyz. They are coloured RED.

 

As noted on the thread's title, I still have to design the basic template, but I don't know how to do it, so I'd like to request you guys' help, if you don't mind it.

 

Anyways, like Xyz Monsters, they possess Ranks instead of Levels, but they go into the Main Deck, like Pendulum Monsters.

 

Their most unique feature, however, is the fact that they can't be Summoned; instead, they are placed on the field via a process called Evolution, in which they evolve from other monsters you control by linking them to it, putting them under the EVO Card, similar to Xyz Monsters with their Xyz Materials. That means that cards like Monster Reborn and Call of the Haunted can't be used with them, and you also won't be able to Normal Summon them. On the other hand, they will never trigger the likes of Bottomless Trap Hole or Torrential Tribute, cards that negate Summons won't work on them, and they can circumvent the effects of Vanity's Emptyness.

 

Evolution Conditions are, for the most part, simple: usually, an EVO requires only a single monster of a specific Type, Attribute or Archetype, which, while under the EVO card, will be treated as EVO Stages, not being counted among the cards on the field or even as Monster Cards, much like Xyz Materials. A few "exotic" cards, however, may need 2 or more Stages to Evolve, a minimum/maximum Level/Rank or ATK/DEF value, or even a specific card variety, such as Synchro, Xyz, Pendulum, Gemini, etc. Note that whenever you Evolve an Xyz or another EVO Monster, all Materials/Stages previously attached/linked to it are automatically linked to the new EVO Monster in play, unless stated otherwise.

 

Ex: "1 FIRE monster"; "1 Level/Rank 3 or more monster"; "2 monsters"; etc.

 

Other trait exclusive to EVO Monsters is that whenever they'd be destroyed while on the field, you can eliminate 1 of its Stages instead, that is, send it to the Graveyard (if flipped face-down, the Staged remain linked to it, so that mechanic is also applied in this situation; if Macro Cosmos is on the field, they're banished instead, but the monster is still spared). That won't work with effects that only send them to the Graveyard or remove them from the field without destroying them, but if it WILL work if it'd be banished after being destroyed. Do note, however, that some EVO Monsters' effects require eliminating a Stage in order to be activated/resolved, so you must be cautious with your resources. On the other hand, it's common for an EVO Monster to not require a Stage Elimination to use any of its effects, unlike Xyz Monsters.

 

EVO monster can eliminate, that is, remove the Stages underneath them, in order to use their effects. However, they aren't as dependent on EVO Stage elimination as Xyz Monsters are on Xyz Material detaching; many are able to use effects without spending all their resources.

 

Last, but not least, Evolution Processes are divided in 2 categories: Alpha Evolution, which occurs when you simply link a monster on the field to a EVO card in your hand by game mechanic, and Omega Evolution, where it's conducted by a card's effect. Note that, in the case of Alpha Evolutions, you must STILL fulfill the usual Evolution Requirements, unless stated otherwise.

 

Well, that's it for now, I welcome any suggestions, as long as they don't distort too much the spirit of the mechanic, and I apologize if it sounds too Pokémon-esque for your taste (though that's partially deliberate XD), or if they are too similar to Xyz monsters. Tell me what changes I may implement in order to make them more viable, if you feel they're too restrictive, or more balanced, if they look too overpowered to you. I only ask of you that you don't request me to change the novelty of them not being summoned, the Stage schtick, or having Ranks instead of Levels, since those were the main reasons I decided to create this new type of card.

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I've been developing this idea for a while, and I'd gladly accept suggestions to improve it, but first, take a look at how it is at this moment:

 

NEW MONSTER CARD TYPE: EVO

 

It's a new Monster Card variety that comes to join Ritual, Fusion, Synchro and Xyz. They are coloured RED.

 

As noted on the thread's title, I still have to design the basic template, but I don't know how to do it, so I'd like to request you guys' help, if you don't mind it.

 

Anyways, like Xyz Monsters, they possess Ranks instead of Levels, but they go into the Main Deck, like Pendulum Monsters.

 

Their most unique feature, however, is the fact that they can't be Summoned; instead, they are placed on the field via a process called Evolution, in which they evolve from other monsters you control by linking them to it, putting them under the EVO Card, similar to Xyz Monsters with their Xyz Materials. That means that cards like Monster Reborn and Call of the Haunted can't be used with them, and you also won't be able to Normal Summon them. On the other hand, they will never trigger the likes of Bottomless Trap Hole or Torrential Tribute, cards that negate Summons won't work on them, and they can circumvent the effects of Vanity's Emptyness.

Right, if this was a thing, it'd be another form of Special Summon. call it whatever BS you want, it's a funking Summon some kind 

Other trait exclusive to EVO Monsters is that whenever they'd be destroyed while on the field, you can eliminate 1 of its Stages instead, that is, send it to the Graveyard (if flipped face-down, the Staged remain linked to it,

So.. If the EVO card is face-down... are you able to eliminate a stage.. or not? also, what are thee properties of a 'linked' stage? where does it go? what can you do with it?

so that mechanic is also applied in this situation; if Macro Cosmos is on the field, they're banished instead, but the monster is still spared).

The stage would be banished, right?

That won't work with effects that only send them to the Graveyard or remove them from the field without destroying them, but if it WILL work if it'd be banished after being destroyed.

What? So if I banish an Evo monster in the grave, my opponent can stop that... by doing what exactly?

 

[spoiler Ta Da]UVzgn8I.png

 

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Right, if this was a thing, it'd be another form of Special Summon. call it whatever BS you want, it's a f***ing Summon some kind 

Even if, in practice, this action is no different from summoning, it still does not count as a summon (ex: no counters are placed on Yosen Training Grounds whenever a monster evolves into a hypothetical Yosenju EVO monster) and the EVO monsters can't be summoned by any other methods (ex: you can't target a FIRE EVO monster in your Graveyard to be summoned by Fire Kings' Fire Cycle), not even by normal summon. YGO is a game where wording means everything, so even if you send a Dark World monster from your hand to the Graveyard with a card effect, it won't trigger its effect unless that first effect specifically states that it "discards"; for Evolution, it's the same, it may look no different from a summon (after all, it's all about placing a monster on the monster zone), but still doesn't count as summoning as per game mechanics. Got it?

So.. If the EVO card is face-down... are you able to eliminate a stage.. or not? also, what are thee properties of a 'linked' stage? where does it go? what can you do with it?

The stage would be banished, right?

Rewrote those parts to make it easier to understand.

What? So if I banish an Evo monster in the grave, my opponent can stop that... by doing what exactly?

No, what I meant is that if, let's say, Dimensional Fissure is on the field, and your monster was about to be destroyed by battle, you could still eliminate a stage to prevent it from being destroyed, even if it'd be banished instead of being sent to the Graveyard after being destroyed.

 

[spoiler Ta Da]UVzgn8I.png

 

 

Ok, I hope I cleared things up, and thanks for the template! ;)

... but now, how do I make cards out of it? XD

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Playing a monster is a Summon. That is how yugioh works. Monsters are Summoned. Period, final, end-o-sentence. the fact that this can mitigate any and all preexisting counters is bullshit and we both know it. just stop. if you don't want it to work with cot, that's fine and dandy, but the "its not a summon, so funk anything you want to do to do stop it" is bull.

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Playing a monster is a Summon. That is how yugioh works. Monsters are Summoned. Period, final, end-o-sentence. the fact that this can mitigate any and all preexisting counters is bullshit and we both know it. just stop. if you don't want it to work with cot, that's fine and dandy, but the "its not a summon, so f*** anything you want to do to do stop it" is bull.

You might not be able to Solemn them, but the fact that you can't summon them by any other methods when the game revolves so much around summoning makes up for that advantage. About 80% of all cards in the game won't work at all with them. The fact that they aren't always available for you in the Extra Deck, that you have to go through the trouble of searching from your Main Deck to be able to use them, and that you need a specific monster to be already on the field to put them into play (making them completely dependant on regular monsters, which WILL use those 80%, and, thus, rendering the players unable to build a pure EVO deck, unlike Pendulums, lowering consistency), or resort to a limited number of effects that won't work with any other kind of monster in your deck, not to mention how quickly you'll burn through your hand by constantly evolving your monsters, should prevent them from being totally broken.

EDIT: Also, the fact that they don't have Levels, when a large portion of the support for main deck monsters relies on Levels is also crippling for them.

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Doesn't the 'Armed Dragon' archetype already function like this? It's a cool concept and all, but a lot of cards already do something like this, and they would have to be reprinted from this to work. I might be able to understand it a bit better if you gave card examples, even if they are just text cards.

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LV monsters are not like this. They're similar, but no. The reason it would get around Summoning negation and timing is because they're evolving. It's like that monster is just gaining a new effect (although I doubt they'd keep the linked card(s)'s effect(s)), not becoming a new monster entirely. Like a caterpillar to a butterfly, they are still the same being, they just changed a lot.

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Thanks for your comments, guys. I gave them that destruction negation property, but now, while I still disagree with Forest Fire comments for the most part, they made me ponder if that's overdoing it. EVO's are already easier to put on play than Rituals, even with all restrictions, so I wonder if, perhaps, I should take that clause off in order to make them more fair. Also, could someone explain how can I create cards from the template FF provided me with?

 

BTW, I'm still grateful for that, even if I don't agree with some of your points, 'k, pal?

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