sphiratrioth666 Posted March 13, 2016 Report Share Posted March 13, 2016 Hi all, I've got a question and believe me it's not as stupid as it looks - all because I always try to create only balanced decks concentrated on the SYNERGY. So - is there any list/wiki option, made by anyone, that shows development of cards from each group/family? I'm searching for any list/guide where I could see all of similar traps/spells classified by the relative advancement of their effects in one place - like that:A family: stopping monstersTrap X1 - destroy the summoned monster and show one of your cardsTrap X2 - destroy the summoned monsterTrap X3 - destroy the summoned monster and draw a card Trap Y4 - banish the summoned monsterTrap Y5 - banish all the summoned monstersTrap Y6 - banish all the summoned monsters and prevent more special summons this turn etc. etc.I'm fully aware that often destroying is better than banishing, as well as paying somehow for additional draw could be a lot stronger than just destroying all enemy's cards etc. - that's all the matter of mentioned synergy, own deck/player strategy and the opponent's deck (mainly). But I'm not looking for a list where it's suggested to take banishing trap rather than destructive one - I just need all the popular types classified as the relative development of well - as I said - advancement, intensity of the effect or number of the effects.Generally, when we talk about support, there're such things as just better card: +500 ATK and additional draw is better than just +500 ATK. And I've seen a lot of people using a weaker version of the spell/trap probably because they didn't know that there're better ones, they didn't have it etc. Creating a good custom deck from custom cards would become much easier with such a list. So, anyone, anytime, anywhere?? Greetings, M.P. Link to comment Share on other sites More sharing options...
shadowsapex Posted March 13, 2016 Report Share Posted March 13, 2016 There's no such list because there's no objective classification of 'power'. If you want a list of all the cards that do a certain thing, like 'sends from deck to graveyard' or 'banishes from your opponent's field', you can check the category lists on yugioh wikia. Just type something among ^those^ lines into the search bar. Link to comment Share on other sites More sharing options...
sphiratrioth666 Posted March 13, 2016 Author Report Share Posted March 13, 2016 Thank you very much for your resposne :-) First of all - there's no such a list or you don't know such a list? I've tried your suggestion but it doesn't help at all - too much mess, it somehow helps with getting stuff out of your brain. However, then you still do not have a list when you see all possible intensities of your custom trap and you can't balance it well with your planned enemy's deck and you can't plan the whole set of custom cards the way I want - with real synergy, real balance - not too strong, not too weak against sth (as the example). Well, to be precise - playing this game from the times when 3 first decks appeared in my country, so about hmm... 2000-2005 (10+ years ago), I've got some kind of traps/spells map in my head. Also - I've got some vision of game evolving and traps/spells/monsters becoming stronger - believe me they shurely were, the whole game is nothing similar to what it was with mostly normal monsters of 1000-1500 ATK. I always refer to this map in my head but as you imagine - it's hard thinking about the whole system creating a whole deck (monsters, traps, spells) from nothing. But here we are - statement that there's no such a thing as effect intensity or advancement (objective classification of power) shurely aren't true. If something gives you +1 card of additional draw it's worse than something that gives +2 cards of additional draw with the same conditions of the card (type, rules etc.): so a spell, which gives you +2 draw is totally better than one that gives +1 draw, a spell, which gives you +2 drow but you have to pay somehow is just worse - in very strong, logical and mathematical meaning. Of course, when you deck needs milling you want a card allowing you mill something, then draw - so for you it's better - better for your situation. In mathematical terms it's still worse and I need a list with mathematical logic for card families (not archetypes - different archetypes have cards from the same family). Maybe someone has made such a list, I don't know but it shurely would be very interesting for anyone, even thinking about construction of decks from normal, legal cards. Greetings, shadowliepard. Still waiting, I'm searching on my own and I will shurely let everyone know if I find a nice solution. Haven't someone run across something? :-) Link to comment Share on other sites More sharing options...
sphiratrioth666 Posted March 13, 2016 Author Report Share Posted March 13, 2016 The example - intensity list in "destroy all monsters" family:1st: Radiant Mirror Force:Activate only when your opponent declares an attack while they control 3 or more Attack Position monsters. Destroy all Attack Position monsters your opponent controls.2nd (better): Mirror Force:When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent controls.Relatively associated family:SPELLS:Dark Hole:Destroy all monsters on the field. - advantages - activate in second, possible to activate before your Battle Phase, applies not only to atk position monsters; drawbacks - destroys all monsters.They're shurely comparable in power/strength. When we talk about such things it's very easy to look through the list of 10 cards shown by your suggestion in yugi.wiki - yeah, indeed so your tip helps, thank you :-) It's called "Destroys your opponent's Attack Position Monster Cards" wiki site. But searching things that also monsters do... Ouch, horrible. Still - maybe someone somewhere in time and space have already done the same thing as me here for Mirror" Link to comment Share on other sites More sharing options...
Tinkerer Posted March 13, 2016 Report Share Posted March 13, 2016 I mean, I would say it is difficult to come up with direct associations unless the effects purely do the same thing with one specifically better than the other. The reason this is the case is because more often than not an additional effect comes with an additional cost/negative effect that makes it difficult to gauge. In fact, I might go out on a limb and say that directly better counterparts to existing cards existed more in the early time of yugioh than now, but here are a few groups that I believe have directly better/worse cards: - healing spells (Goblin's Secret Remedy < Dian Keto the Cure Master)- healing traps (Enchanted Javelin < Draining Shield)*- burning spells (Sparks < Ookazi)- battle traps (Sakuretsu Armor < Mirror Force)- Spell/trap destruction (twister < MST)- ATK boosts (Reinforcements < Rush Recklessly) These are mostly off the top of my head, but I assume this is what you're talking about. As is, shadow gave the best generic solution in looking through the wiki for groups of cards that do a particular action. However, I have to reiterate: adding an extra effect does not necessarily make a card better. It makes it fill a different role, so it'd be more difficult to compare. EDIT: btw, it's "surely" :P Link to comment Share on other sites More sharing options...
shadowsapex Posted March 13, 2016 Report Share Posted March 13, 2016 There are very few cards that are just direct upgrades from previous ones. Even Radiant Mirror Force and Mirror Force aren't 'upgrades' because Radiant was made after og Mirror Force because Mirror Force got banned. If there is a card that's strictly better than another, it would be wholly outclassed and no one would use it. Most cards have benefits but also drawbacks, so you would have to weigh the pros and cons to see if you want to include it over another.For example, Quaking mirror force is capable of locking your opponent's field, but you also have to get over all their defense mode monsters next turn. Storming clears the field, but puts everything back in the hand where it can be reused. And regular mirror force actually destroys them, but many monsters have effects that activate when destroyed. What you choose would depend on the capabilities of your deck. You can't objectively classify Quaking as better than Storming in all situations, so there's no list. If you want to balance your custom cards against the current metagame, there's no replacement for actual experience. You just gotta get out there and duel modern decks to get a sense of power level and which cards are good. Link to comment Share on other sites More sharing options...
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