Guest BGMCANN0N Posted January 30, 2017 Report Share Posted January 30, 2017 [spoiler=Controller Crab-R]Controller Crab-R✪✪✪✪ (Lv 4)EARTH[Aqua/ Pendulum] (Normal)ATK/1500 DEF/1500 ◄5 5►Pendulum EffWhen this card is activated while there are no cards in your other Pendulum Zone: You can add 1 "Controller Crab-L" from your Deck to your hand. Once, during either player's turn, you can move 1 monster you control to an adjacent Monster Card Zone to your right (If the Monster Card Zone is already occupied you can switch the 2 monsters with each others respective Card Zone.)Monster EffA controller that belongs to the game console known as "The Crustation". It provides fluid control over monsters' movement along with its comrade controller. It moves monsters righteously. [spoiler=Controller Crab-L]Controller Crab-L✪✪✪✪ (Lv 4)EARTH[Aqua/Pendulum] (Normal)ATK/1500 DEF/1500 ◄1 1►Pendulum EffWhen this card is activated while there are no cards in your other Pendulum Zone: You can add 1 "Controller Crab-R" from your Deck to your hand. Once, during either player's turn, you can move 1 monster you control to an adjacent Monster Card Zone to your left (If the Monster Card Zone is already occupied you can switch the 2 monsters with each others respective Card Zone.)Monster EffA controller that belongs to the game console known as "The Crustation". It provides fluid control over monsters' movement along with its comrade controller. It moves monsters leftiously. [spoiler=Support Notes]Okay so some of you probably don't even know this playful mechanic of moving monsters to counteract things that share its column exist because Konami gave up on it awhile ago after introducing it in Cyber Dark Impact... Let's say it was a rather disappointing release, and they only made about 5 cards that did something with it. Here's a link to:http://yugioh.wikia.com/wiki/Senet The main flaw of this Senet mechanic is that Monster Zones had to be unoccupied in order for monsters to move to Zones freely so they could pull off their column based effects as needed. The Pendulum pair I made here mitigates that issue by allowing you to move them to occupied Monster Zones without being hindered, and allowing you to do it during either player's turn as an added bonus. Though admittedly since all the cards that use this Senet mechanic are severely outdated... They probably need some new members all together since all of them only use their column based effects during your turn. I do intend on making more Senet mechanic cards sometime in the near future. Here is one I made awhile back that maybe a step forward make the Senet mechanic relevant for the 1st time.https://forum.yugiohcardmaker.net/topic/353340-written-pit-zone-antleo/?hl=%2Bpit+%2Bzone+%2Bantleo Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted February 1, 2017 Report Share Posted February 1, 2017 Bump Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted February 1, 2017 Report Share Posted February 1, 2017 The concept of these two cards are kinda weird, given they specifically require that you have no cards in a particular zone (though we haven't had any instances of Pendulums with different Scale values). It's a nice throwback to the Senet mechanic, yes, even though that idea flopped and certainly has its work cut out nowadays with cards not caring about where a card is on the field (in terms of monster zones). Hopefully the new supports you make do something, but we'll have to see. Like you mentioned, it'll take a lot more to make them even workable, if not relevant. Link to comment Share on other sites More sharing options...
Darj Posted February 1, 2017 Report Share Posted February 1, 2017 The pair is solid already as a 1-card scale1~5. The Zone-switching effects... well, in non-Senet decks they can allow you to have fun with a few semi-splashable column-effect cards as techs like "Blasting Fuse".While as vanillas they are searchable by Rabbit, Unexpected Dai, Painful Decision and other Normal support, I don't see their EARTH/Aqua typing offering more than any Level4 Pendulum monster would do. IMO you should drop the conditions of "left hand" or "right hand" Pendulum Zones. I get it's for flavor purposes, but really, not only it is a condition without precedence, also makes an opening for the opponent by locking a Pendulum Zone of yours somehow and disabling you from getting the effect of either monster, depending on the locked Zone and the monster you have at hand. It won't really affect the cards' flavor if you remove them. Link to comment Share on other sites More sharing options...
MUDKIPISAWESOME!!! Posted February 3, 2017 Report Share Posted February 3, 2017 I can Pendulum Summon 2-4, which means, in addition to mad Rank 4 Plays, triple Alien Infiltrator, I can move my Infiltrator around a bunch more than normal, and one of them says "Leftiously"? OH HECK YES INFILTRATOR DECKS HERE WE COME! Link to comment Share on other sites More sharing options...
Sleepy Posted February 5, 2017 Report Share Posted February 5, 2017 The vanilla flavor is hilarious, you get a +1 like from me just for that. Vanilla Level 4 monsters that refuse to support Treatoad. I can respect that.It is pretty cool that they are a narrow but functional 1-card Scale. They are nothing outstanding in monster form, but the fact they are close to being what Monkeyboard could do, lending themselves for a generic setup, that's pretty good IMO. If I had to mention a little detail to suggest though, I think that even if the effect is mostly meaningless for the bast majority of the game who might as well treat them as vanilla Pendulum Scales, it still has a little issue. One not related to balance really.. I think their capacity to move cards around might be a bit too fast. Regardless of what you end up creating for the Senet theme, it becomes a little pointless to revolve around specific zones when you can easily move a card 6 times in the span of your turn 1 to the time your turn 2 arrives (with how they are both quick effects and all). Especially because swapping zones when occupied is essentially a chess-like freebie for the other piece being swapped. You might want to make it so that you don't teleport that fast. That could potentially help you with effects along the lines of "your opponent cannot affect cards with their effects unless they are in the same column/an adjacent column as the card affected" without making it outright impossible for the opponent to hit. I suggest making one of them a spell speed 1 effect and the other one a spell speed 2 (quick) effect that only operates during the opponent's turn, maybe even with a minor cost like a little bit of LP or something..... That's my two cents. Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted February 5, 2017 Report Share Posted February 5, 2017 The vanilla flavor is hilarious, you get a +1 like from me just for that. Vanilla Level 4 monsters that refuse to support Treatoad. I can respect that.It is pretty cool that they are a narrow but functional 1-card Scale. They are nothing outstanding in monster form, but the fact they are close to being what Monkeyboard could do, lending themselves for a generic setup, that's pretty good IMO. If I had to mention a little detail to suggest though, I think that even if the effect is mostly meaningless for the bast majority of the game who might as well treat them as vanilla Pendulum Scales, it still has a little issue. One not related to balance really.. I think their capacity to move cards around might be a bit too fast. Regardless of what you end up creating for the Senet theme, it becomes a little pointless to revolve around specific zones when you can easily move a card 6 times in the span of your turn 1 to the time your turn 2 arrives (with how they are both quick effects and all). Especially because swapping zones when occupied is essentially a chess-like freebie for the other piece being swapped. You might want to make it so that you don't teleport that fast. That could potentially help you with effects along the lines of "your opponent cannot affect cards with their effects unless they are in the same column/an adjacent column as the card affected" without making it outright impossible for the opponent to hit. I suggest making one of them a spell speed 1 effect and the other one a spell speed 2 (quick) effect that only operates during the opponent's turn, maybe even with a minor cost like a little bit of LP or something..... That's my two cents.Funny thing... In my initial design of these 2 they were actually both Spell Speed 1. But, you are right, as they are now, the Senet mechanic would have more of an effortless feel to it. When I work more around the Senet based stuff I have in mind, I will probably make these guys Spell Speed 1 again, and give my other ideas Spell Speed 2 instead. Thank you for giving me that perspective. Link to comment Share on other sites More sharing options...
Darj Posted February 5, 2017 Report Share Posted February 5, 2017 Well, personally I like the idea of 1 Crab activating its effect during your turn, and the other one only during the opponent's turn. Or perhaps you can go for a complex clause that let's you use either of the effects twice per turn. Not sure how to explain it but for example, you can use Crab-Ls effect twice, but if you do, you cannot use Crab-R's effect for the rest of the turn. So, basically every turn you get 2 moves, either 2 spaces to the left, 2 to the right, or 1 of each. Not entirely sure, but a clause like this may do the trick: You can only use the effects of "Controller Crab-R" and/or "Controller Crab-R" up to twice per turn. Link to comment Share on other sites More sharing options...
Sleepy Posted February 5, 2017 Report Share Posted February 5, 2017 Well, personally I like the idea of 1 Crab activating its effect during your turn, and the other one only during the opponent's turn. Or perhaps you can go for a complex clause that let's you use either of the effects twice per turn. Not sure how to explain it but for example, you can use Crab-Ls effect twice, but if you do, you cannot use Crab-R's effect for the rest of the turn. So, basically every turn you get 2 moves, either 2 spaces to the left, 2 to the right, or 1 of each. Not entirely sure, but a clause like this may do the trick: You can only use the effects of "Controller Crab-R" and/or "Controller Crab-R" up to twice per turn. Let's see.... having a try at how the idea would hypothetically be worded.... If the effect of a "Controller-Crab" card in your other Pendulum Zone would be activated: You can negate that effect, and if you do, activate this card's effect instead. - - - - Another thing that would be interesting is moving S/T cards with an effect. I figure if they would have been given a Monster Effect, it would have been something along those lines. I can also just wonder what sort of power play combos could be made for this concept, like having continuous Spells forced to activate on an extreme end of the board or at the middle, and have them reach X other Zone in order to increase how potent of an effect you get. Like a column-based Shard of Greed for example.... At some point I stopped taking into account the fact they move in one specific direction, so even if they were already not an issue, they are even more fair than what I was thinking when I finished my previous post. They are pretty cool. Link to comment Share on other sites More sharing options...
Darj Posted February 17, 2017 Report Share Posted February 17, 2017 Not my thread but bringing this up anyway because I find impressive how these suddenly became much better with the Link Monster & Summon mechanics. Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted February 18, 2017 Report Share Posted February 18, 2017 Not my thread but bringing this up anyway because I find impressive how these suddenly became much better with the Link Monster & Summon mechanics.Shoot I might as well revamp these and make them the Cyber Typing too when I get to their card art. Link to comment Share on other sites More sharing options...
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