heraldry_lord Posted May 30, 2016 Report Share Posted May 30, 2016 In this thread, I'm doing what Konami did with Field Spells for Equip Spells, and changing how they work. This change is inspired by Equipment artifacts in Magic; seeing how these worked, and looking at the fatal flaws of the Equip Spell mechanic as a whole, led me to suggesting the following: 1.) Unless otherwise stated on the card (for example "Activate this card only by doing X"), you don't need to equip an Equip Spell to a monster to activate it, though you still can, as per the normal rules; instead, you can activate it as you would activate a Continuous Spell, but it is not considered a Continuous Spell while un-equipped (I will regardless call this mode its "Continuous Spell mode" for simplicity). 2.) While it's in its "Continuous Spell mode", its effects are negated except 1 inherent Spell Speed 1 effect that every Equip Spell has: "Once per turn, if this card is not equipped to a monster: You can target 1 monster you control; equip that target with this card." 3.) Each Equip Spell also has another inherent Spell Speed 1 effect: "Once per turn, if this card is equipped to a monster: You can un-equip this card." 4.) If a monster equipped with an Equip Spell leaves the field, you can choose to have the Equip Spell get destroyed or not; if you choose to not let it die, it instead remains on the field in its "Continuous Spell mode". This isn't an effect; it's a game mechanic, similar to the old Field Spell replacement mechanic. These changes have a few benefits for the card subtype:1.) "Guardian" monsters can finally be feasibly Summoned.2.) Equip Spells don't need to have awkward self-recovery effects to have some staying power.3.) Potentially any monster can benefit from a single Equip Spell instead of said Equip Spell being stuck to one monster, which would in turn lessen the need to run multiples. Essentially, I'm turning Equip Spells into the Spell version of Union monsters, without the Summon hassle required. Also notice that the inherent equip-unequip effect can only target monsters you control; this means that you can't just un-equip Snatch Steal from a monster to steal something else, or unequip Premature Burial to revive something else. It has to be a monster you already control, which helps to balance this out. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 30, 2016 Report Share Posted May 30, 2016 Thing is, the change to Field Spells was a rather minor one, just allowing the opponent to have one down while you have one in play. It had effects on how Fields are treated, but didn't really fundamentally affect how Fields work or require any drastic errata. Your proposed changes to Equips are not just a simple single rule adjustment and can require even more rulings to clarify interactions. I don't see this change in mechanic being a feasible one in the near future. Maybe as an experimental additional card type, like how MtG distinguishes its Equipments from Auras. Link to comment Share on other sites More sharing options...
heraldry_lord Posted May 30, 2016 Author Report Share Posted May 30, 2016 Thing is, the change to Field Spells was a rather minor one, just allowing the opponent to have one down while you have one in play. It had effects on how Fields are treated, but didn't really fundamentally affect how Fields work or require any drastic errata. Your proposed changes to Equips are not just a simple single rule adjustment and can require even more rulings to clarify interactions. I don't see this change in mechanic being a feasible one in the near future. Maybe as an experimental additional card type, like how MtG distinguishes its Equipments from Auras. a.) I honestly didn't expect anyone to post, so it's appreciated. b.) I know that the Field Spell changes were way less drastic, and I guess I should have pointed that out to avoid someone else pointing it out. c.) I honestly don't expect Konami to ever do this, but Equip Spells do need some kind of improvement IMO. If they do implement anything like this as an additional card type, I'd still be fine with it, and bonus points if said card type isn't even a Spell/Trap Card (which eliminates the threat of MST and friends). Do you have suggestions to improve this idea? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 30, 2016 Report Share Posted May 30, 2016 The concept of a parallel to MtG's Equipment is no doubt intriguing. The question comes in the kind of cost needed to attach the Equipment-parallel. It'll be rather annoying to combat a protection-bestowing Equipment when the opponent constantly passes it back and forth between their monsters. Link to comment Share on other sites More sharing options...
heraldry_lord Posted May 31, 2016 Author Report Share Posted May 31, 2016 The concept of a parallel to MtG's Equipment is no doubt intriguing. The question comes in the kind of cost needed to attach the Equipment-parallel. It'll be rather annoying to combat a protection-bestowing Equipment when the opponent constantly passes it back and forth between their monsters. Maybe LP payment? Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted May 31, 2016 Report Share Posted May 31, 2016 you could make it so the equipped monster leaves the field...maybe destroy or shuffle into deck or something along those lines Link to comment Share on other sites More sharing options...
heraldry_lord Posted June 2, 2016 Author Report Share Posted June 2, 2016 you could make it so the equipped monster leaves the field...maybe destroy or shuffle into deck or something along those lines Could you clarify this? Do you mean the equipped monster leaves the field when the card is un-equipped from it, or something else? Link to comment Share on other sites More sharing options...
Neutrality Man Posted June 5, 2016 Report Share Posted June 5, 2016 Hmm... maybe make it so the cards stay on the field (i.e. RPG item drops) when the equipped monster dies instead of exploding with them? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 5, 2016 Report Share Posted June 5, 2016 Hmm... maybe make it so the cards stay on the field (i.e. RPG item drops) when the equipped monster dies instead of exploding with them?That is the main underlying idea being considered at the moment. Link to comment Share on other sites More sharing options...
heraldry_lord Posted June 5, 2016 Author Report Share Posted June 5, 2016 Hmm... maybe make it so the cards stay on the field (i.e. RPG item drops) when the equipped monster dies instead of exploding with them? 4.) If a monster equipped with an Equip Spell leaves the field, you can choose to have the Equip Spell get destroyed or not; if you choose to not let it die, it instead remains on the field in its "Continuous Spell mode". This isn't an effect; it's a game mechanic, similar to the old Field Spell replacement mechanic. I tend to have this issue where I post detailed descriptions of my experimental ideas, and at least one person didn't read the whole thing and then asked questions that were already answered or addressed in the OP. As Trebuchet said, decoupling the survival of the equipment from that of the monster it's attached to is the core of what I'm proposing. Link to comment Share on other sites More sharing options...
mr. waifu Posted June 5, 2016 Report Share Posted June 5, 2016 Why don't you make a new zone - Called the Equipment zone - that holds the Equip Spells when they are destroyed. And when you Summon a new monster, you can equip it to that monster, or just any monster for a fact. I don't know how to balance it though. Link to comment Share on other sites More sharing options...
heraldry_lord Posted June 5, 2016 Author Report Share Posted June 5, 2016 Why don't you make a new zone - Called the Equipment zone - that holds the Equip Spells when they are destroyed. And when you Summon a new monster, you can equip it to that monster, or just any monster for a fact. I don't know how to balance it though. A separate zone would make it a bit more solid, especially if I want to reference the "Continuous Spell mode" in actual effects. In this case, instead of a separate "mode", it's in a separate zone. Alternatively, I go with Trebuchet's suggestions and not only make this new zone, but make the redesigned Equips their own separate card type altogether, which would bring with it a huge number of benefits to the cards. Link to comment Share on other sites More sharing options...
mr. waifu Posted June 5, 2016 Report Share Posted June 5, 2016 A separate zone would make it a bit more solid, especially if I want to reference the "Continuous Spell mode" in actual effects. In this case, instead of a separate "mode", it's in a separate zone. Alternatively, I go with Trebuchet's suggestions and not only make this new zone, but make the redesigned Equips their own separate card type altogether, which would bring with it a huge number of benefits to the cards.HAHA! That is what I wanted to hear. If you are going to make it a new Type of Card, maybe you can give it levels - An Equip Card can only be equipped to a monster with an equal or lower level. But you don't have to, just my opinion... :/ Link to comment Share on other sites More sharing options...
heraldry_lord Posted June 5, 2016 Author Report Share Posted June 5, 2016 HAHA! That is what I wanted to hear. If you are going to make it a new Type of Card, maybe you can give it levels - An Equip Card can only be equipped to a monster with an equal or lower level. But you don't have to, just my opinion... :/ Hmm. If Levels were actually consistently tied to ease of Summoning, I would jump on that suggestion, but they often aren't. For now, I'd just keep them relatively simple like Axe of Despair. Also naturally, if these new redesigned ones are gonna be their own card type, they'll need their own support and anti-support. Anyway, if we're going with new card type, here are the rules adjusted for that: 1.) Equipment Cards are activated in special Equipment Zones; there are 5 Equipment Zones, and they are beneath the Spell and Trap Card Zones. Additionally, Equipment Cards are activated as you would activate a Continuous Spell, meaning that they are activated without initially equipping them to anything. 2.) While it's un-equipped, the Equipment Card's effects are negated except 1 inherent Spell Speed 1 effect that every Equipment Card has: "Once per turn, if this card is not equipped to a monster: You can target 1 face-up monster you control; equip that target with this card." 3.) Each Equipment Card also has another inherent Spell Speed 1 effect: "Once per turn, if this card is equipped to a monster: You can un-equip this card." 4.) If a monster equipped with an Equipment Card leaves the field, the Equipment Card stays put in its Equipment Zone. This isn't an effect; it's a game mechanic (think about when Call of the Haunted stays put if the monster it Summoned becomes an Xyz Material; it's kinda like that). Some sample cards (some might be too good, but eh): Archfiend MaceEquipment Card The equipped monster gains 1000 ATK. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if the equipped monster destroys a monster by battle: You can draw 1 card. Absorb GauntletEquipment Card The equipped monster gains 800 ATK. If the equipped monster destroys a monster by battle: It gains ATK equal to half the destroyed monster's original ATK. If the equipped monster inflicts battle damage to your opponent: Gain LP equal to half that damage. Twin Breaker SwordsEquipment Card The equipped monster gains 600 ATK. The equipped monster can make a second attack during each Battle Phase. If the equipped monster destroys a monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use this effect of "Twin Breaker Swords" once per turn. Powered Divine ShieldEquipment Card Can only be equipped to a Level 8 or higher Normal Summoned monster. The equipped monster cannot be targeted or destroyed by your opponent's card effects. If the equipped monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Horn of Dragon CallingEquipment Card The equipped monster gains 500 ATK for each Dragon-Type monster you control. Once per turn: You can Special Summon 1 Dragon-Type monster from your hand. Necroid StaffEquipment Card You can send 1 monster from your Deck to your Graveyard; the equipped monster gains ATK equal to half that sent monster's original ATK until the End Phase. You can only use this effect of "Necroid Staff" once per turn. Magical CodexEquipment Card Can only be equipped to a Spellcaster-Type monster. The equipped monster gains 300 ATK. Each time a Spell Card is activated, place 1 Spell Counter on this card. The equipped monster gains 200 ATK for each Spell Counter on this card. Once per turn: You can excavate the top 4 cards of your Deck, add 1 Spell Card among them to your hand, and shuffle the other cards into the Deck. Passionate Blacksmith[Level 4/FIRE/Warrior/Effect/ATK 1800/DEF 0] When this card is Normal or Special Summoned: You can add 1 Equipment Card from your Deck to your hand. You can only use this effect of "Infernal Blacksmith" once per turn. This card gains 200 ATK for each Equipment Card you control. Steel Wizard[Level 4/EARTH/Psychic/Effect/ATK 1900/DEF 1000] This card gains 100 ATK for each Equipment Card you control. Once per turn: You can gain 500 LP for each Equipment Card you control. Uncover the ArmoryNormal Spell Card Target up to 2 Equipment Cards in your Graveyard; add them to your hand. Forge from FireNormal Spell Card Add 1 Equipment Card from your Deck to your hand. Arms ShatterQuick-Play Spell Card Target 1 Equipment Card or Equip Spell Card on the field; destroy it. Weapon TheftCounter Trap Card When an Equipment Card or Equip Spell Card is activated: Negate the activation, and if you do, destroy it, then you can Set that card from the Graveyard to your field. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.