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[BT] Pokemon Yu-Gi-Oh! Card Set Gen I (33/151+)


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bt_s_pokemon_yu_gi_oh__set_new_logo2_by_
 
(33/151+)

 

(Click cards for HQ versions)

[spoiler=Checklist]

Bold = Done and posted

Italics = Effect and card mostly done

Underline+Italics = Effect done but Pokemon not linearted yet or image is not found

☐ No. 001 Bulbasaur
☐ No. 002 Ivysaur
☐ No. 003 Venusaur
☐ No. 004 Charmander
☐ No. 005 Charmeleon
☐ No. 006 Charizard
☐ No. 007 Squirtle 
☐ No. 008 Wartortle
☐ No. 009 Blastoise
☑ No. 010 Caterpie 
☑ No. 011 Metapod 
☐ No. 012 Butterfree 
☐ No. 013 Weedle 
☐ No. 014 Kakuna 
☐ No. 015 Beedrill 
 No. 016 Pidgey 
☐ No. 017 Pidgeotto 
☐ No. 018 Pidgeot 
☐ No. 019 Rattata 
☐ No. 020 Raticate 
☐ No. 021 Spearow 
☐ No. 022 Fearow 
☐ No. 023 Ekans 
☐ No. 024 Arbok 
☑ No. 025 Pikachu 
☐ No. 026 Raichu 
☐ No. 027 Sandshrew 
☐ No. 028 Sandslash 
☑ No. 029 Nidoran ♀
☐ No. 030 Nidorina 
☐ No. 031 Nidoqueen 
☐ No. 032 Nidoran ♂ 
☐ No. 033 Nidorino 
☐ No. 034 Nidoking 
☑ No. 035 Clefairy 
☐ No. 036 Clefable 
☐ No. 037 Vulpix 
☐ No. 038 Ninetales 
 No. 039 Jigglypuff 
 No. 040 Wigglytuff 
☐ No. 041 Zubat 
☐ No. 042 Golbat 
☐ No. 043 Oddish 
☐ No. 044 Gloom 
☐ No. 045 Vileplume 
☐ No. 046 Paras 
☐ No. 047 Parasect 
☐ No. 048 Venonat 
☐ No. 049 Venomoth 
☑ No. 050 Diglett 
☑ No. 051 Dugtrio 
☐ No. 052 Meowth 
☐ No. 053 Persian 
☐ No. 054 Psyduck 
☐ No. 055 Golduck 
☐ No. 056 Mankey 
☐ No. 057 Primeape 
☐ No. 058 Growlithe 
☐ No. 059 Arcanine 
☐ No. 060 Poliwag 
☐ No. 061 Poliwhirl 
☐ No. 062 Poliwrath 
 No. 063 Abra 
 No. 064 Kadabra 
☐ No. 065 Alakazam 
☐ No. 066 Machop 
☐ No. 067 Machoke 
☐ No. 068 Machamp 
☐ No. 069 Bellsprout 
☐ No. 070 Weepinbell 
☐ No. 071 Victreebel 
☐ No. 072 Tentacool 
☐ No. 073 Tentacruel 
☐ No. 074 Geodude 
☐ No. 075 Graveler 
☐ No. 076 Golem 
☐ No. 077 Ponyta 
☐ No. 078 Rapidash 
☐ No. 079 Slowpoke 
☐ No. 080 Slowbro 
☐ No. 081 Magnemite 
☐ No. 082 Magneton 
☐ No. 083 Farfetch'd 
☐ No. 084 Doduo 
☐ No. 085 Dodrio 
☐ No. 086 Seel 
☐ No. 087 Dewgong 
☐ No. 088 Grimer 
☐ No. 089 Muk 
☐ No. 090 Shellder 
☐ No. 091 Cloyster 
 No. 092 Gastly 
 No. 093 Haunter 
☑ No. 094 Gengar
☐ No. 095 Onix 
☐ No. 096 Drowzee 
☐ No. 097 Hypno 
☐ No. 098 Krabby 
☐ No. 099 Kingler 
☐ No. 100 Voltorb 
☐ No. 101 Electrode 
☐ No. 102 Exeggcute 
☐ No. 103 Exeggutor 
☐ No. 104 Cubone 
☐ No. 105 Marowak 
☐ No. 106 Hitmonlee 
☐ No. 107 Hitmonchan 
☐ No. 108 Lickitung 
☐ No. 109 Koffing 
☐ No. 110 Weezing 
☐ No. 111 Rhyhorn 
☐ No. 112 Rhydon 
☐ No. 113 Chansey 
☐ No. 114 Tangela 
☐ No. 115 Kangaskhan 
☐ No. 116 Horsea 
☐ No. 117 Seadra 
☐ No. 118 Goldeen 
☐ No. 119 Seaking 
☐ No. 120 Staryu 
☐ No. 121 Starmie 
☐ No. 122 Mr. Mime 
☐ No. 123 Scyther 
☐ No. 124 Jynx 
☐ No. 125 Electabuzz 
☐ No. 126 Magmar 
☐ No. 127 Pinsir 
☐ No. 128 Tauros 
☐ No. 129 Magikarp 
☐ No. 130 Gyarados 
☐ No. 131 Lapras 
☐ No. 132 Ditto 
 No. 133 Eevee
☐ No. 134 Vaporeon 
☐ No. 135 Jolteon 
☐ No. 136 Flareon 
☐ No. 137 Porygon 
☐ No. 138 Omanyte
☐ No. 139 Omastar 
☐ No. 140 Kabuto 
☐ No. 141 Kabutops 
☐ No. 142 Aerodactyl 
☐ No. 143 Snorlax 
☐ No. 144 Articuno 
☐ No. 145 Zapdos 
☐ No. 146 Moltres 
☑ No. 147 Dratini 
☐ No. 148 Dragonair 
☐ No. 149 Dragonite 
☐ No. 150 Mewtwo
☑ No. 151 Mew 
 
Extra Cards:

☑ Training Session

 Fire Stone

 Water Stone

 Thunder Stone

 Leaf Stone

 Moon Stone

 Sun Stone

 Shiny Stone

 Dusk Stone

 Dawn Stone

 Trade

 Poké Ball

 Great Ball

 Ultra Ball

 Master Ball

☐ Level Ball

☐ Timer Ball

☐ Quick Ball

☐ Heal Ball

 

 

[spoiler=Changelog (2 most recent additions)]

Dugtrio added

Diglett added

 

 

[spoiler=Limited Lists]

FORBIDDEN

Master Ball

LIMITED

Articuno

Zapdos

Moltres

Mewtwo

Mew

Trade

SEMI-LIMITED

Dratini

Dragonair

Dragonite

 

 

1___normal_small_by_peetzaahhh2010-d92m0
(1/12)

[spoiler= ]

[spoiler=133 - Eevee]

133___eevee_by_bt_ygo-d93flk0.png

[spoiler=Effect]

When this card is Summoned: Look at all Set cards your opponent controls. If this card declares an attack and you control no cards in your Spell & Trap Zones: Double its attack during the Damage Step only. At the start of the Damage Step, if this card is targeted for an attack: You can return this card to your hand. 

 

 

 

2___fighting_small_by_peetzaahhh2010-d92
(0/7)

[spoiler= ]

 

 

3___flying_small_by_peetzaahhh2010-d92m0
(1/8)

[spoiler= ]

[spoiler=016 - Pidgey]

016___pidgey_by_bt_ygo-d94p9sw.png

[spoiler=Effect]

Each time your opponent draws a card(s), place 1 Evolution Counter on this card (max. 2). This card gains 100 ATK and DEF for each Evolution Counter. This card's attacks cannot be negated. During your Standby Phase, when this card has 2 Evolution Counters: You can send this face-up card to the Graveyard; Special Summon 1 "Pidgeotto" from your hand or Deck.

 

 

 

4___poison_small_by_peetzaahhh2010-d92m0

(1/14)

[spoiler= ]

[spoiler=029 - Nidoran ♀]

029___nidoran_f_by_bt_ygo-d92nltv.png

[spoiler=Effect]

Each time this card destroys a monster by battle and each time your opponent draws a card(s), place 1 Evolution Counter on this card (max. 2). This card gains 100 ATK and DEF for each Evolution Counter. Once per turn, when this card declares an attack: You can flip a coin and call it. If you call it right, this card gains ATK equal to half this card's ATK during the Damage Step only. If you call it wrong, negate the attack. When this card is targeted for an attack, the attacking monster gains the following effect after the Damage Step: • This monster loses 500 ATK and DEF during each of your End Phases.

 

 

 

5___ground_small_by_peetzaahhh2010-d92m0

(2/8)

[spoiler= ]

[spoiler=050 - Diglett]

050___diglett_by_bt_ygo-d94p53n.png

[spoiler=Effect]

Each time your opponent draws a card(s), place 1 Evolution Counter on this card (max. 2). This card gains 100 ATK and DEF for each Evolution Counter. While "Sandstorm" is on the field, this card gains 300 ATK when attacking. Your opponent cannot return cards to their hand or Deck. During your Standby Phase, when this card has 2 Evolution Counters: You can send this face-up card to the Graveyard; Special Summon 1 "Dugtrio" from your hand or Deck.

 

 

[spoiler=051 - Dugtrio]

051___dugtrio_by_bt_ygo-d94p58i.png

[spoiler=Effect]

If this card was Summoned by the effect of "Diglett": This card gains 500 ATK and DEF. While "Sandstorm" is on the field, this card gains 600 ATK when attacking. Your opponent cannot return cards to their hand or Deck. This card can attack your opponent directly while in face-up Defense Position. If it does, apply its ATK for damage calculation.

 

 

 

6___rock_small_by_peetzaahhh2010-d92m0k2
(0/9)

[spoiler= ]

 

 

7___bug_small_by_peetzaahhh2010-d92m0jy.
(2/12)

[spoiler= ]

[spoiler=010 - Caterpie]

010___caterpie_by_bt_ygo-d92i02c.png

[spoiler=Effect]Each time your opponent draws a card(s), place 1 Evolution Counter on this card (max. 1). At the start of the Damage Step, if this card is targeted for an attack: You can return this card to the hand. Your opponent cannot activate a Spell/Trap Card or monster effect during either player's Battle Phase. During your Standby Phase, when this card has 1 Evolution Counter: You can send this face-up card to the Graveyard; Special Summon 1 "Metapod" from your hand or Deck.

 


[spoiler=011 - Metapod]

011___metapod_by_bt_ygo-d92ijma.png

[spoiler=Effect]

If this card was Summoned by the effect of "Caterpie": You can place Evolution Counters on this card equal to the number of Evolution Counters that were on the monster that Summoned this card (max. 2). This card gains 100 ATK and DEF for each Evolution Counter on it. Each time your opponent draws a card(s), place 1 Evolution Counter on this card. When this card is Summoned: Change it to Defense Position. Each time a Spell/Trap Card or monster effect is activated by either player, place 1 Harden Counter on this card (max. 6). This card gains 400 DEF for each Harden Counter. Cannot be targeted by an opponent's card effects. During your Standby Phase, when this card has 2 Evolution Counters: You can send this face-up card to the Graveyard; Special Summon 1 "Butterfree" from your hand or Deck.

 

 

 

 

8___ghost_small_by_peetzaahhh2010-d92m0j
(3/3)

[spoiler= ]

[spoiler=092 - Gastly]

092___gastly_by_bt_ygo-d94hx9c.png

[spoiler=Effect]

Each time a card is sent to the Graveyard, place 1 Evolution Counter on this card (max. 2). This card gains 100 ATK and DEF for each Evolution Counter. If this card is flipped face-up, your opponent cannot activate card effects. Once per turn, this card cannot be destroyed by battle. During your Standby Phase, when this card has 2 Evolution Counters: You can send this face-up card to the Graveyard; Special Summon 1 "Haunter" from your hand or Deck.

 

 

[spoiler=093 - Haunter]

093___haunter_by_bt_ygo-d94hzp5.png

[spoiler=Effect]

If this card was Summoned by the effect of "Gastly": This card gains 200 ATK and DEF. If this card is flipped face-up, your opponent must discard their entire hand. Cannot be destroyed by battle. If this card changes control: Special Summon 1 "Gengar" from your hand or Deck to your opponent's side of the field by Tributing this card.

 

 

[spoiler=094 - Gengar]

094___gengar_by_bt_ygo-d94i3od.png

[spoiler=Effect]

If this card was Summoned by the effect of "Haunter": This card gains 500 ATK and DEF. If this card is flipped face-up, your opponent cannot attack. Cannot be destroyed by battle, also you take no battle damage from attacks involving this card.

 

 

 

10___fire_small_by_peetzaahhh2010-d92m0j
(0/12)

[spoiler= ]

 

 

11___water_small_by_peetzaahhh2010-d92m0
(0/28)

[spoiler= ]

 

 

12___grass_small_by_peetzaahhh2010-d92m0
(0/12)

[spoiler= ]

 

 

13___electric_small_by_peetzaahhh2010-d9
(1/9)

[spoiler= ]

 

[spoiler=025 - Pikachu]

025___pikachu_by_bt_ygo-d92i0f0.png
[spoiler=Effect]

When a face-up monster you control is targeted for an attack by a LIGHT monster: You can change the target to this card. When this card is targeted for an attack, the attacking monster gains the following effect after the Damage Step: • When this monster declares an attack, toss a coin twice, and if the result is 2 Tails, negate the attack.


 

 

 

14___psychic_small_by_peetzaahhh2010-d92
(3/8)

[spoiler= ]

[spoiler=063 - Abra]

063___abra_by_bt_ygo-d93i2nm.png

[spoiler=Effect]

Each time a Spell Card is activated, place 1 Evolution Counter on this card (max. 2). Cannot attack. Cannot be targeted by, or destroyed by, an opponent's card effects. When this card is targeted by an opponent's Spell/Trap Card or monster effect: Target 1 monster your opponent controls; it also becomes a target. During your End Phase: You can return this card to your hand. During your Standby Phase, when this card has 2 Evolution Counters: You can send this face-up card to the Graveyard; Special Summon 1 "Kadabra" from your hand or Deck.

 

[spoiler=064 - Kadabra]

064___kadabra_by_bt_ygo-d93nmf6.png

[spoiler=Effect]

If this card was Summoned by the effect of "Abra": This card gains 200 ATK and DEF. When this card is targeted by an opponent's Spell/Trap Card or monster effect: Target 1 monster your opponent controls; it also becomes a target. This card can always declare an attack, ignoring card effects. Cannot be targeted by, or destroyed by, an opponent's card effects. If this card changes control: Special Summon 1 "Alakazam" from your hand or Deck to your opponent's side of the field by Tributing this card.

 

 

[spoiler=151 - Mew]

151___mew_by_bt_ygo-d92n9oe.png

[spoiler=Effect]

Requires 3 Tributes to Normal Summon (cannot be Normal Set). When this card is targeted by an opponent's Spell/Trap Card or monster effect: Target 1 monster your opponent controls; it also becomes a target. If you activate a Spell/Trap Card that requires a certain Attribute and/or Type monster to activate; You can treat this card's Attribute and/or Type as listed on that Spell/Trap Card.

 

 

 

15___ice_small_by_peetzaahhh2010-d92m0ip
(0/2)

[spoiler= ]

 

 

16___dragon_small_by_peetzaahhh2010-d92m
(1/3)

[spoiler= ]

[spoiler=147 - Dratini]

147___dratini_by_bt_ygo-d93kzto.png

[spoiler=Effect]

Each time this card destroys a monster by battle: place 1 Evolution Counter on this card (max. 3). This card gains 100 ATK and DEF for each Evolution Counter. If this is the only monster you control and this card attacks or is attacked: Double this card's ATK and DEF during the Damage Step only. If this card is attacked, except by a Dragon-Type, Wyrm-Type, or Fairy-Type monster: the attacking monster's ATK is halved during the Damage Step only. During your Standby Phase, when this card has 3 Evolution Counters: You can send this face-up card to the Graveyard; Special Summon 1 "Dragonair" from your hand or Deck.

 

 

 

18___fairy_small_by_peetzaahhh2010-d92m0
(3/4)

[spoiler= ]

[spoiler=035 - Clefairy]

035___clefairy_by_bt_ygo-d93hmwc.png

[spoiler=Effect]

When this card is targeted for an attack: Toss a coin, and if the result is Heads, negate the attack, also that attacking monster cannot attack this card as long as this card remains face-up on the field. Cannot be targeted by, or destroyed by, an opponent's card effects. If your opponent attacks other monsters you control: decrease the attacking monster's ATK by 800.

 

 

[spoiler=039 - Jigglypuff]

039___jigglypuff_by_bt_ygo-d93hcut.png

[spoiler=Effect]

If this card's ATK or DEF has been decreased and this card declares an attack: This card's ATK doubles during the Damage Step only. When this card is targeted for an attack: Toss a coin, and if the result is Heads, negate the attack, also that attacking monster cannot attack this card as long as this card remains face-up on the field. If your opponent attacks other monsters you control: decrease the attacking monster's ATK by 800.

 

 

[spoiler=040 - Wigglytuff]

040___wigglytuff_by_bt_ygo-d93hk56.png

[spoiler=Effect]

"Jigglypuff" + 1 EARTH monster
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard. (You do not use "Polymerization".) Once per turn, during your Main Phase, you can look at 1 face-down card your opponent controls, then return it to its original position. When this card is targeted for an attack: Toss a coin, and if the result is Heads, negate the attack, also that attacking monster cannot attack this card as long as this card remains face-up on the field. If this card's ATK or DEF has been decreased and this card declares an attack: This card's ATK doubles during the Damage Step only.

 

 

 

 

19___extras_small_by_bt_ygo-d93foqe.png
(15/??)

[spoiler= ]

[spoiler=Training Session]

extra_001___training_sessions_by_bt_ygo-

[spoiler=Effect]

Target 1 monster you control that you can place an Evolution Counter on: Discard any number of Monster Cards from your hand. For each monster discarded, place 1 Evolution Counter on that target.

 

 

[spoiler=Fire Stone]

extra_002___fire_stone_by_bt_ygo-d93g4j7

 

[spoiler=Effect]

If the equipped monster is FIRE-Attribute: it gains 800 ATK. While face-up on the field, this card is also treated as a FIRE monster.

 

 

[spoiler=Water Stone]

extra_003___water_stone_by_bt_ygo-d93g4m

[spoiler=Effect]

If the equipped monster is WATER-Attribute: it gains 800 ATK. While face-up on the field, this card is also treated as a WATER monster.

 

 

[spoiler=Thunder Stone]

extra_004___thunder_stone_by_bt_ygo-d93g

[spoiler=Effect]

If the equipped monster is Thunder-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a Thunder-Type monster.

 

 

[spoiler=Leaf Stone]

extra_005___leaf_stone_by_bt_ygo-d93g4sc

[spoiler=Effect]

If the equipped monster is Plant-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a Plant-Type monster.

 

 

[spoiler=Moon Stone]

extra_006___moon_stone_by_bt_ygo-d93g4xz

[spoiler=Effect]

If the equipped monster is Beast-Type or Fairy-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a EARTH monster.

 

 

[spoiler=Sun Stone]

extra_007___sun_stone_by_bt_ygo-d93g52h.

[spoiler=Effect]

If the equipped monster is LIGHT-Attribute or Plant-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a LIGHT monster.

 

 

[spoiler=Shiny Stone]

extra_008___shiny_stone_by_bt_ygo-d93g54

[spoiler=Effect]

If the equipped monster is Fairy-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a Fairy-Type monster.

 

 

[spoiler=Dusk Stone]

extra_009___dusk_stone_by_bt_ygo-d93g58t

[spoiler=Effect]

If the equipped monster is DARK-Attribute or Zombie-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a DARK monster.

 

 

[spoiler=Dawn Stone]

extra_010___dawn_stone_by_bt_ygo-d93g5b2

[spoiler=Effect]

If the equipped monster is Psychic-Type: it gains 800 ATK. While face-up on the field, this card is also treated as a Zombie-Type and Psychic-Type monster.

 

 

[spoiler=Monster Trade]

extra_011___monster_trade_by_bt_ygo-d93m

[spoiler=Effect]

Each player chooses 1 monster they control and switches control of those monsters with each other. When this card resolves, shuffle it into the Deck instead of sending it to the Graveyard.

 

 

[spoiler=Poké Ball]

extra_012___poke_ball_by_bt_ygo-d93nzko.

[spoiler=Effect]

Activate 1 of the following effects:

• Special Summon 1 Level 4 or lower monster from your hand or Deck, ignoring Summoning conditions.

• Take control of 1 Level 4 or lower monster your opponent controls.

 

 

[spoiler=Great Ball]

extra_013___great_ball_by_bt_ygo-d93nzol

[spoiler=Effect]

Discard 1 card, then activate 1 of the following effects:
• Special Summon 1 Level 6 or lower monster from your hand or Deck, ignoring Summoning conditions.
• Take control of 1 Level 6 or lower monster your opponent controls.

 

 

[spoiler=Ultra Ball]

extra_014___ultra_ball_by_bt_ygo-d93nzvh

[spoiler=Effect]

Discard 2 cards, then activate 1 of the following effects:
• Special Summon 1 Level 8 or lower monster from your hand or Deck, ignoring Summoning conditions.
• Take control of 1 Level 8 or lower monster your opponent controls.

 

 

[spoiler=Master Ball]

extra_015___master_ball_by_bt_ygo-d93o05

[spoiler=Effect]

This card's activation cannot be negated. Pay half of your LP and discard your entire hand, then activate 1 of the following effects:
• Special Summon 1 monster from either player's hand or Deck, ignoring Summoning conditions.
• Take control of 1 monster your opponent controls.

 

 

 

 

 
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Not too much to judge on right now, but it goes without saying that I am eager to see what else you update with. For now, I guess I'll review what you've got.

 

Caterpie

Alright, I'm just gonna come out and say it. The card is useless. I suppose that fits well with flavor though, as Caterpie itself is also lackluster(to put it mildly). The evolution mechanic is too slow for this card. It would almost never actually get to evolve. Also the 20 ATK/DEF gain is unneeded and just clutters the effect. I'd suggest making it more or just getting rid of it entirely. 

 

Pikachu

I can see the flavor more on this card. Obvious representation of Lightningrod and Static. Problem is, Thunder-Types are very rarely used. Maybe changed it to LIGHT monsters? Or maybe: "If an effect is activated that would target another face-up monster you control: The effect targets this card, instead." Something like that would beef playability a bit. 

 

 

 

When that monster declares an attack, the controller of that monster toss a coin twice and calls it. If he/she is right, remove the Paralysis Counter. If he/she is wrong, the attack is negated. 

 

Do they have to get both coin tosses correct or just one? You need to explicitly state this.

 


 

I know this probably seems pretty critical, considering we are in Casual Cards, so don't take any of it too personally. As far as these sort of sets go, it is much more important, in my opinion, to capture flavor than to make competitive style cards. That being said, you shouldn't make a card too complex or just downright bad to achieve flavor either. There is a happy medium, and that's what you should be going for. Now I also know that you are a pretty creative guy, so I challenge you to get a bit more creative with your effects. The Evolution Counter mechanic is predictable and easy. I challenge you to think outside the box!

 

Glad to see you are card making again!

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Not too much to judge on right now, but it goes without saying that I am eager to see what else you update with. For now, I guess I'll review what you've got.

 

Caterpie

Alright, I'm just gonna come out and say it. The card is useless. I suppose that fits well with flavor though, as Caterpie itself is also lackluster(to put it mildly). The evolution mechanic is too slow for this card. It would almost never actually get to evolve. Also the 20 ATK/DEF gain is unneeded and just clutters the effect. I'd suggest making it more or just getting rid of it entirely. 

 

Pikachu

I can see the flavor more on this card. Obvious representation of Lightningrod and Static. Problem is, Thunder-Types are very rarely used. Maybe changed it to LIGHT monsters? Or maybe: "If an effect is activated that would target another face-up monster you control: The effect targets this card, instead." Something like that would beef playability a bit. 

 

 

Do they have to get both coin tosses correct or just one? You need to explicitly state this.

 


 

I know this probably seems pretty critical, considering we are in Casual Cards, so don't take any of it too personally. As far as these sort of sets go, it is much more important, in my opinion, to capture flavor than to make competitive style cards. That being said, you shouldn't make a card too complex or just downright bad to achieve flavor either. There is a happy medium, and that's what you should be going for. Now I also know that you are a pretty creative guy, so I challenge you to get a bit more creative with your effects. The Evolution Counter mechanic is predictable and easy. I challenge you to think outside the box!

 

Glad to see you are card making again!

If u think Caterpie is useless just wait til Metapod.

 

It takes 1 turn. That's quick to me at least.

 

I was gonna do an Xyz style evolution, but that would be too easy in the Extra Deck. I was also considering just waiting til next stage is in hand, but I found it best to use the Yu-Gi-Oh! Level Up system.

 

Don't you challenge me ;~; lol

 

The 20 more ATK/DEF is a constant. since its leveling up, but it also needs to be low so it doesn't overshadow the next level, because why evolve if it is weaker (Metapod). It will be a lot more useful on other monsters

 

Its both. I thought it was clear, I'll try to fix that.

 

I guess I can change it to LIGHT monsters.

 

Thank you for your criticisms


EDIT: Pikachu updated

EDIT 2: Caterpie edited; Weak Pokemon will no longer get 20 ATK/DEF boost because they will have a very low number of levels to Evolve

EDIT 3: Metapod added

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I think you underestimate just how fast the game of Yu-Gi-Oh has gotten. Caterpie will almost never evolve. It has laughable ATK and DEF and has no protection from destruction except for the fact that when your opponent is already revving up to squish this bug they can't activate a spell or trap. Unless you have dedicated a healthy amount of time and resources to setting up a very defensive, protective field, Caterpie is a goner as soon as it hits the field. 

 

And if somehow you do manage to get it to evolve to Metapod, you are in the exact same boat. It may now have slightly better DEF, but can easily be steamrolled by your run of the mill monster. And what's more, it will now take 2 turns to evolve. Definitely not worth the commitment. 

 

I think the ATK/DEF gain for the evolution counters needs to be amped to at least 100. Modify stats accordingly. I'll have more recommendations later. For now, I'm off to dinner. 

 


 

EDIT: I AM BACK WITH MY RECOMMENDATIONS

 

I've already said that the ATK/DEF gain needs to be more. But let me explain why. As it stands, a 20 ATK/DEF gain is absolutely worthless. It will take 5 turns to even get a +100 from that. A lot of duels are finished well before you get to your fifth turn. This mechanic is too slow to be of any use! 

 

Now I heard your argument that you wouldn't want a prevolution to get more powerful than an evolution. And you are completely correct! However, the way to remedy this problem is not to clutter a monster's effect with a useless ATK gain like that. Instead, maybe try this. I noticed that Metapod is punished if it isn't summoned by Caterpie. What if, you were instead rewarded for going through all that effort. For example, this is what I had in mind.

 

 

If this card was Summoned by the effect of "Caterpie": You can place Evolution Counters on this card equal to the number of Evolution Counters that were on the monster that Summoned this card. This card gains 100 ATK for each Evolution Counter on it. 

 

Does that make sense? I'm not saying it makes the cards playable, but it does amp their usability a bit. 

 

Also, I have a bit of a problem with these Burn, Paralysis, Sleep, Poison, etc. Counters. Something like that is far too extensive to mess with! If you do it like that, then everyone time you place a Poison Counter on a card, you will have to specify what that poison counter does. And what happens when I have a Weezing put a Poison Counter on a card and then an Arbok put a poison counter on that same card and they do differing amounts of damage with that counter? Which do I go with? How do I keep up with all of this? It's far too complex. 

 

Instead, consider alternatives. Step outside your Counter mechanic(which is honestly too slow anyway). I'll use Metapod as an example again. Instead of listing out those counters try something like that. 

 

 

This card cannot be targeted by the effects of cards your opponent controls.

 

This achieves similar flavor, makes the card far more useful, and simplifies things dramatically.

 

My main criticism here is the reliance on Counters. Not only has the idea of Counter mechanics with Pokemon sets been done before(repeatedly) but it is also tedious and lackluster in almost every possible way. I'm gonna say it again. THINK OUTSIDE THE BOX! 

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Now I heard your argument that you wouldn't want a prevolution to get more powerful than an evolution. And you are completely correct! However, the way to remedy this problem is not to clutter a monster's effect with a useless ATK gain like that. Instead, maybe try this. I noticed that Metapod is punished if it isn't summoned by Caterpie. What if, you were instead rewarded for going through all that effort. For example, this is what I had in mind.

 

If this card was Summoned by the effect of "Caterpie": You can place Evolution Counters on this card equal to the number of Evolution Counters that were on the monster that Summoned this card. This card gains 100 ATK for each Evolution Counter on it. 

 

Also, I have a bit of a problem with these Burn, Paralysis, Sleep, Poison, etc. Counters. Something like that is far too extensive to mess with! If you do it like that, then everyone time you place a Poison Counter on a card, you will have to specify what that poison counter does. And what happens when I have a Weezing put a Poison Counter on a card and then an Arbok put a poison counter on that same card and they do differing amounts of damage with that counter? Which do I go with? How do I keep up with all of this? It's far too complex. 

 

Instead, consider alternatives. Step outside your Counter mechanic(which is honestly too slow anyway). I'll use Metapod as an example again. Instead of listing out those counters try something like that. 

 

This achieves similar flavor, makes the card far more useful, and simplifies things dramatically.

 

My main criticism here is the reliance on Counters. Not only has the idea of Counter mechanics with Pokemon sets been done before(repeatedly) but it is also tedious and lackluster in almost every possible way. I'm gonna say it again. THINK OUTSIDE THE BOX! 

1. That makes sense and in a way would speed up Evolution

2. All the counters are constants and are 1 max

[spoiler=Counter Effects]

BURN = Place 1 Burn Counter on that target (max. 1). When that monster declares an attack, halve its ATK during the damage step. That monster loses an eighth of its original ATK and DEF during each of its controller's End Phases.

POISON = Place 1 Poison Counter on that target (max. 1). That monster loses an eighth of its original ATK and DEF during each of its controller's End Phases.
PARALYSIS = Place 1 Paralysis Counter on that target (max. 1). When that monster declares an attack, the controller of that monster tosses a coin twice and calls it. If he/she is right, remove the Paralysis Counter. If he/she is wrong, the attack is negated.
SLEEP = Place 1 Sleep Counter on that target (max. 1). Monsters with Sleep Counters are changed to Defense Position and cannot change battle positions. Once per turn, during the End Phase, toss a coin and if the result is Heads, remove 1 Sleep Counter from that monster. On the third End Phase after the Sleep Counter was placed, remove the Sleep Counter.
FROZEN = Place 1 Frozen Counter on that target (max. 1). Monsters with Frozen Counters cannot attack. Once per turn, during the End Phase, the controller of that monster rolls a six-sided die and calls a number. If he/she calls it right, remove 1 Frozen Counter from that monster.
 
CONFUSION = Place 1 Confusion Counter on that target (max. 1). When that monster declares an attack, the controller of that monster tosses a coin and calls it. If he/she is wrong, the attack is negated and that monster loses 200 ATK.

 

 

 

3. I guess it does make it more useful, but Metapod isn't useful lol

 

EDIT: Okay I fixed Metapod's effect but didnt upload it yet. I feel it is much more useful and I might try something with Caterpie

EDIT2: Both updated

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1. That makes sense and in a way would speed up Evolution

2. All the counters are constants and are 1 max

[spoiler=Counter Effects]

BURN = Place 1 Burn Counter on that target (max. 1). When that monster declares an attack, halve its ATK during the damage step. That monster loses an eighth of its original ATK and DEF during each of its controller's End Phases.

POISON = Place 1 Poison Counter on that target (max. 1). That monster loses an eighth of its original ATK and DEF during each of its controller's End Phases.
PARALYSIS = Place 1 Paralysis Counter on that target (max. 1). When that monster declares an attack, the controller of that monster tosses a coin twice and calls it. If he/she is right, remove the Paralysis Counter. If he/she is wrong, the attack is negated.
SLEEP = Place 1 Sleep Counter on that target (max. 1). Monsters with Sleep Counters are changed to Defense Position and cannot change battle positions. Once per turn, during the End Phase, toss a coin and if the result is Heads, remove 1 Sleep Counter from that monster. On the third End Phase after the Sleep Counter was placed, remove the Sleep Counter.
FROZEN = Place 1 Frozen Counter on that target (max. 1). Monsters with Frozen Counters cannot attack. Once per turn, during the End Phase, the controller of that monster rolls a six-sided die and calls a number. If he/she calls it right, remove 1 Frozen Counter from that monster.
 
CONFUSION = Place 1 Confusion Counter on that target (max. 1). When that monster declares an attack, the controller of that monster tosses a coin and calls it. If he/she is wrong, the attack is negated and that monster loses 200 ATK.

 

 

 

3. I guess it does make it more useful, but Metapod isn't useful lol

 

EDIT: Okay I fixed Metapod's effect but didnt upload it yet. I feel it is much more useful and I might try something with Caterpie

EDIT2: Both updated

 

I think you're going in the right direction with the edits to Caterpie and Metapod, I definitely like them more. 

 

I think the Status Effect counter mechanic is more trouble than it's worth. Why not just have representative effects instead? I'll use Sleep status for example.

 

 

Once per turn: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. This monster cannot change it's Battle Position until your opponent's next End Phase.

 

An effect like that is still representative of the flavor you are trying to counter, is far less complex, and fits the current format of the game much better. 

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I think you're going in the right direction with the edits to Caterpie and Metapod, I definitely like them more. 

 

I think the Status Effect counter mechanic is more trouble than it's worth. Why not just have representative effects instead? I'll use Sleep status for example.

 

 

An effect like that is still representative of the flavor you are trying to counter, is far less complex, and fits the current format of the game much better. 

Yes I get it now. I was going way too focused with the Pokemon mechanics when i should go for a Yu-Gi-Oh! playable counterpart

 

EDIT: I will edit Pikachu soon with the new paralysis effect

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Yes I get it now. I was going way too focused with the Pokemon mechanics when i should go for a Yu-Gi-Oh! playable counterpart

 

 

Exactly! 

 

Also I have a question about Caterpie, what's the idea behind allowing him to return to the deck during the End Phase? The function of that confused me a bit. 

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Exactly! 

 

Also I have a question about Caterpie, what's the idea behind allowing him to return to the deck during the End Phase? The function of that confused me a bit. 

run away ability

 

EDIT: Pikachu updated

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When a face-up monster you control is targeted for an attack by a LIGHT monster: You can change the target to this card. When this card is targeted for an attack, the attacking monster gains the following effect after the Damage Step: • When this monster declares an attack, toss a coin twice and calls it. If you are right on both tosses, remove the Paralysis Counter. If you are not right on either toss, the attack is negated. 

 

I think you're going to run into problems with this effect. For one thing, the effect needs to be edited anyway, as you still reference a Paralysis Counter that is no longer placed on the monster. Suggested edit:

 

 

If this card is targeted for an attack, after Damage Step: Flip a coin and call it. If you call it correctly; the attacking monster cannot declare an attack while face-up on the field.

 

The OCG on that effect is probably atrocious, but I think it gets  the point across. 

 

 

run away ability

 

 

Oh, okay! Let me just tell you though, that effect will never be useful and adds 0 utility to the card. I'd suggest just getting rid of it to shorten the effect. Either that or edit it that so the effect is actually useful. 

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I think you're going to run into problems with this effect. For one thing, the effect needs to be edited anyway, as you still reference a Paralysis Counter that is no longer placed on the monster. Suggested edit:

 

 

The OCG on that effect is probably atrocious, but I think it gets  the point across. 

 

 

 

Oh, okay! Let me just tell you though, that effect will never be useful and adds 0 utility to the card. I'd suggest just getting rid of it to shorten the effect. Either that or edit it that so the effect is actually useful. 

since the monster gains the effect the "you" refers to its owner

and I didnt notice the counter lol

 

I have an idea for Caterpie run away

 

Pikachu fixed using Ms Judge as a reference

 

Caterpie new run away added

 

Mew added

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Mew is an interesting card and really the only criticism that I have is that its effect can be condensed. 

 

 

 

Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When this card is targeted by a monster effect: Target that monster; it also becomes a target. When this card is targeted by a Spell/Trap Card: Target 1 monster your opponent controls;  it also becomes a target.  When this card is targeted by an opponent's effect: Target 1 monster your opponent controls; it also becomes a target. If you activate a Spell/Trap Card that requires a certain Attribute and/or Type monster to activate; You can treat this card's Attribute and/or Type as listed on that Spell/Trap Card.

 

It makes a slight change to the fact that now if an effect monster targets this card you can target another monster on the field and not just the monster that activated the effect. It simplifies the card a bit and avoids some confusion that may arise.

 

Also, did you mean for this card to be able to be Special Summoned still? Usually monsters like this have a clause that forbids their special summon so I was just wondering. 

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Mew is an interesting card and really the only criticism that I have is that its effect can be condensed. 

 

 

It makes a slight change to the fact that now if an effect monster targets this card you can target another monster on the field and not just the monster that activated the effect. It simplifies the card a bit and avoids some confusion that may arise.

 

Also, did you mean for this card to be able to be Special Summoned still? Usually monsters like this have a clause that forbids their special summon so I was just wondering. 

I was thinking of simplifiying it but I wasn't sure if I should because... well... nvm. Simplify the Pokemon effects for Yu-Gi-Oh!

 

Yeah Special Summon ok for like revives and such

 

Mew fixed.

 

Nidoran F added

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Nidoran's way of accumulating Evolution Counters is too difficult for a card with such low stats, especially since it needs 3 counters. I recommend raising the ATK to 1000 and moving the number of counters required to evolve down to two. 

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Nidoran's way of accumulating Evolution Counters is too difficult for a card with such low stats, especially since it needs 3 counters. I recommend raising the ATK to 1000 and moving the number of counters required to evolve down to two. 

Raising the ATK to 1000 would ruin the stats. All these stats are from the games and relative.

 

About the counters I have to work on that

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Neither Eevee or Nidoran will be used all that much. There really isn't anything to fix, per se, but they are just too inconsistent and/or slow to be of any use.

 

I like Training Session. It adds some consistency and speed to the set. Well done.

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Neither Eevee or Nidoran will be used all that much. There really isn't anything to fix, per se, but they are just too inconsistent and/or slow to be of any use.

 

I like Training Session. It adds some consistency and speed to the set. Well done.

Thank you on Training Session

 

Best thing on Eevee is see what ur opponent has in my opinion... then bring him back to deck and repeat 

 

Stones will be going up soon (they are just as useless as any Equip Spell)

 

EDIT: The stones are added. Prob won't make sense until a Stone evolution is added. (prob only the first 5 are going to be used unless I continue the generations)

EDIT2: Jigglypuff added

EDIT3: Wigglytuff added

EDIT4: Clefairy added

EDIT5: Abra is done but too much work to put on dA then transfer here... yeah

EDIT6: Abra added (will probably change something) and Dratini planned

EDIT7: Abra edited

EDIT8: Very minor OCG errors fixed

EDIT9: Dragonite planned

EDIT10: Eevee edited

EDIT11: (Creature) Trade and Kadabra planned

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Wow that was a big update. I like the idea behind the Evolutionary Stones, it's a creative take on the evolution mechanic. I wasn't necessarily impressed by any of the other cards added tbh. I think what makes the cards somewhat unappealing is that you are making them overly complex. You are stacking effect on effect, most of which don't seem to be all that related. I think what your probably need to focus on is simplifying your effects and working on their synergy. You are too concerned with representing every aspect of the Pokemon, when in all reality, all of that isn't particularly needed.

 

OCG fix, I don't believe the it is "FIRE-Attribute", I believe the correct OCG is "If the equipped monster is a FIRE monster"

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Wow that was a big update. I like the idea behind the Evolutionary Stones, it's a creative take on the evolution mechanic. I wasn't necessarily impressed by any of the other cards added tbh. I think what makes the cards somewhat unappealing is that you are making them overly complex. You are stacking effect on effect, most of which don't seem to be all that related. I think what your probably need to focus on is simplifying your effects and working on their synergy. You are too concerned with representing every aspect of the Pokemon, when in all reality, all of that isn't particularly needed.

 

OCG fix, I don't believe the it is "FIRE-Attribute", I believe the correct OCG is "If the equipped monster is a FIRE monster"

FIRE-Attribute could work (Light and Darkness Dragon)

 

Thank you on the stones

 

So should I only take one of the abilities? But if so, which one

 

Monster Trade added

EDIT: Dratini simplified

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FIRE-Attribute could work (Light and Darkness Dragon)

 

Thank you on the stones

 

So should I only take one of the abilities? But if so, which one

 

Monster Trade added

EDIT: Dratini simplified

 

Yeah I would recommend only taking one of the abilities. That way you have more room to further expand upon the mechanic you are using to represent said ability. Obviously which ability you want to do is up to you. If it were me, I'd choose the ability that I think best reflects the flavor of the Pokemon. 

 

I'm interested to see how you go about Trade evolution. 

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Yeah I would recommend only taking one of the abilities. That way you have more room to further expand upon the mechanic you are using to represent said ability. Obviously which ability you want to do is up to you. If it were me, I'd choose the ability that I think best reflects the flavor of the Pokemon. 

 

I'm interested to see how you go about Trade evolution. 

Trade evolution is already planned and isn't that amazing

EDIT: Kadabra added (couldn't pick 1 ability ;~;) and Master Ball moved to be Forbidden

EDIT2: All Balls planned but only up to Master Ball linearted

EDIT3: Up to Master Ball added. I tried adding Rarity effects... tried xD

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