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Bakugan Archetype Idea


Ultimagamer

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This was an archetype concept I came up with that was sort of an extension to the field spell playstyle of Triamids, which I always found a neat idea. 

 

Bakugan Stadium - Pyrus 

Spell - Field 

      All fire type monsters you control gain 400 attack and defense. If a fire-type "Bakugan" would discard a card for a card effect, you can pay 500 lifepoints for every card instead. 

 

Bakugan - Drago 

Fire / Dragon / 2700 attack / 2500 defense / level 8 

      Cannot be normal summoned/set. Must first be special summoned ( from your hand ) by the effect of a "Bakugan Stadium Card" effect. Once per turn, you can discard any number of cards to destroy up to that many cards on the field. 

 

Bakugan Stadium Card 

Spell - Continuous 

       Activate during your main phase 1. Once per turn, you can add 1 "Bakugan Stadium" from your deck or graveyard to your hand. Once per turn, you can special summon 1 "Bakugan" monster from your hand. You cannot normal summon/set during the turn you activate this effect. When a "Bakugan" monster(s) is normal or special summoned, your opponent cannot activate cards or effects.

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Alright, let's teach you a bit about making archetypes. Let's have Super Quants be an example

 

Super Quants are based on Power Rangers, where they have 3 Rangers, 3 Zords, and the combined Megazord, which makes sense, but that's not where the similarities end.

  • The Main Deck Monster effects are ignition based which is similar to "morphing" in the show, having effects when they're Summoned and when they're sent to the GY when they morph back (I guess). 
  • The Zord Extra Deck monsters have effects only while they have Materials, AKA the Rangers inside of the vehicles.
  • The Field Spell can allow for the Zords to come out with a single rider, which is how it works in the anime.
  • The Megazord is exactly what you expect, a boss monster that gains more effects depending on the amount of Rangers and Vehicles in the formation.

 

So adapting Bakugan would probably boil down to not adapting any of them in particular, but rather the mechanics of Bakugan itself

  • Rolling them could definitely be seen as Special Summoning, but you have to have the cards down first in Bakugan, so they should probably only Special Summon themselves in a Main Monster Zone in front of a Continuous Spell/Trap.
  • The Spell/Traps should be similar to Fire Formations but increasing the ATK/DEF of the monsters in the same column, but they might have to be a certain LV or Attribute depending on how you want it. I would rather you make 1 from each Attribute to emulate the entire game but you don't have to.
  • The Field Spell should probably just be able to move the zones of the Monsters or Continuous Spell/Traps. 

 

So yeah there's definitely something you could do with this (probably be similar to Weathery, Fire Fists, and Jacks Knight if you want to reference)

 

Last thing: Add some more length to the card text. They should have more than 1 effect and at least synergize with themselves a bit in their effects.

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Alright, let's teach you a bit about making archetypes. Let's have Super Quants be an example

 

Super Quants are based on Power Rangers, where they have 3 Rangers, 3 Zords, and the combined Megazord, which makes sense, but that's not where the similarities end.

  • The Main Deck Monster effects are ignition based which is similar to "morphing" in the show, having effects when they're Summoned and when they're sent to the GY when they morph back (I guess). 
  • The Zord Extra Deck monsters have effects only while they have Materials, AKA the Rangers inside of the vehicles.
  • The Field Spell can allow for the Zords to come out with a single rider, which is how it works in the anime.
  • The Megazord is exactly what you expect, a boss monster that gains more effects depending on the amount of Rangers and Vehicles in the formation.

 

So adapting Bakugan would probably boil down to not adapting any of them in particular, but rather the mechanics of Bakugan itself

  • Rolling them could definitely be seen as Special Summoning, but you have to have the cards down first in Bakugan, so they should probably only Special Summon themselves in a Main Monster Zone in front of a Continuous Spell/Trap.
  • The Spell/Traps should be similar to Fire Formations but increasing the ATK/DEF of the monsters in the same column, but they might have to be a certain LV or Attribute depending on how you want it. I would rather you make 1 from each Attribute to emulate the entire game but you don't have to.
  • The Field Spell should probably just be able to move the zones of the Monsters or Continuous Spell/Traps. 

 

So yeah there's definitely something you could do with this (probably be similar to Weathery, Fire Fists, and Jacks Knight if you want to reference)

 

Last thing: Add some more length to the card text. They should have more than 1 effect and at least synergize with themselves a bit in their effects.

 

I can see what you mean, I'm gonna try doing the weathery approach shown below, its not too much of a change from the original, but I think I might be on the right track

 

Bakugan Stadium - Pyrus

Spell - Continuous  

     All fire type monsters you control in the main monster zones in front and adjacent to this card gain 400 attack and defense. If a fire-type "Bakugan" in the main monster zones in front of and adjacent to this card, would discard a card for a card effect, you can pay 500 lifepoints for every card instead.

 

Bakugan - Drago

Fire / Dragon / 2700 attack / 2500 defense / level 8

     Cannot be normal summoned/set. Must first be special summoned ( from your hand ) to a main monster zone in front of or adjacent to a "Bakugan Stadium" card you control by the effect of a “Bakugan Arena”. Once per turn, you can discard any number of cards to destroy up to that many cards on the field.

 

Bakugan Arena

Spell - Field

      Activate during your main phase 1. Once per turn, you can add 1 "Bakugan Stadium" from your deck or graveyard to your hand. Once per turn, you can special summon 1 "Bakugan" monster from your hand. You cannot normal summon/set during the turn you activate this effect. When a "Bakugan" monster(s) is normal or special summoned, your opponent cannot activate cards or effects.

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