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"Modular" Archetype (Written atm)


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Hi there! This is an archetype I came up with a while ago, based on a copy mechanik. Due to the nature of their archetype effect, balancing it is difficult, but I would like it to be balanced, so if I could get some feedback, that would be nice. (Can't playtest atm).

(Planning to get this to be balanced enough to go to advanced)

Ah, don't let the number of cards scare you, there are many cards with pretty much the exact same effect (those also share simmilar names).


Also, since the cards come in "sets", if any set appearss to be unbalanced, please tell me. (No need to write the same thing about every card)

[spoiler=About the copy mechanik]


The cards in this deck can gain the effects of other cards for a set amount of time(phases). WITHOUT replacing their own effects when they do so.

I assume that copying an effect while the card already has an identical effect does NOT lead to "merging" the effects.


Example: A card with "this card gains 100 ATK" copies an identicall effect. As a result, the card has the effect two times and gains a total of 200 ATK from both effects.


At first, I intended the effect to be once per turn/ per card, however, as the copy effect on one card could be copied by another card and would count as a new effect... loop.

(At least that was to result I obtained with my meager frankensteining lua scripting skills. And yeah, I'm trying to write the scripts for all those cards. But that has a low priority.)

For that reason, cards have a limitation on how many times you can activate effects of cards with their card name. And those effects can only be activated once per turn (for most cards), just for good measure.



[spoiler=Playstyle:]


Modular cards can quickly adapt to any situation in which the opponent relies on using only 1 mechanic to win. They cannot easily generate advantage, as they are rather weak in small numbers (less then 6) and most of their effects are 1 for 1 trades, but if they are not taken care of they can quickly combine their effects into a devious system that will annihilate any resistance.

They are a gamble. If your opponent manages to deal with you during the early game: he wins. If he doesn't, you win.

The more versatile the opponents deck, the harder it becomes.

They have a way to deal with anything. To beat them, don't give them the time and ressources necessary to do so.

 

The balance idea is quite simple: You need to have many cards out on the field to make your cards powerfull enough to become indestructable, yet the more cards you have on the field, the harder a card that can deal with your current defences will hit you.

Intended pros of the archetype:

- toolboxing (you can literally search any card from your deck and get it on the field in the same turn, from turn 1 onward)

- being versatile: They support fusions, (level 8) synchros, R4 (and 8) Xyz, pendulum...

- maintaining the advantage once it has been gained


cons:

- recovering from losses

- their individual effects and stats are rather weak

 

 

I seemingly have overdone it, so it looks like I'll have to lessen the weaknesses and weaken the strengths.

 

One potential way to reduce this decks ability to maintain pole position would be to make the copied effects last only until the next (so, your opponents) standby phase. This would considerably weaken the deck, so much that I'd probably buff some cards as to make up for it, increasing the decks strength while not combining effects. Actually... let's do just that. (WIP)

 


 

[spoiler= V 2.0 (complete, but seems to have issues in its balancing) (29 cards)]

[spoiler=Effect Monsters (10)]


Modular I
Earth ****
Machine/Effect
You can only activate up to two different effects of "Modular I" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
While this card is a monster card: You can activate this effect, it is treated as a Scale 3/5 Pendulum monster as long as it remains face up on the field or in the extra deck.
1000/1000


Modular O
Earth ****
Machine/Effect
You can only activate up to two different effects of "Modular O" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
While this card is a Pendulum monster: You can activate this effect, place it one one of your pendulum zones, then it gains the following Pendulum effect, as long as it remains there:
This card has its original monster effects as Pendulum effect.
1000/1000

Modular Armament Type A
Earth ****
Machine/Effect
All "Modular" monsters on your side of the field gain 100 ATK.
You can only activate up to two different effects of "Modular Armament Type A" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
1000/1000

Modular Armament Type D
Earth ****
Machine/Effect
All "Modular" monsters on your side of the field gain 100 DEF.
You can only activate up to two different effects of "Modular Armament Type D" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
1000/1000

Modular Barrier Type B
Earth ****
Machine/Effect
This card cannot be destroyed by battle.
You can only activate up to two different effects of "Modular Barrier Type B" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
1000/1000

Modular Barrier Type M
Earth ****
Machine/Effect
This card is unaffected by (other) monster effects.
You can only activate up to two different effects of "Modular Barrier Type M" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
1000/1000

Modular Task Killer M
Earth ****
Machine/Effect
You can only activate up to two different effects of "Modular Task Killer M" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
During either player's turn, if there is an Effect Monster(s) on each side of the field: You can negate the effects of two of those cards (one from each side of the field), destroy them (this is a quick effect).
1000/1000


[spoiler= About the task killer effect]


They are supposed to work like nekroz of trishula, which does not target. Furthermore, they are supposed to destroy both cards regardless of whether or not the effects where negated. This is supposed to be combined with "barrier" cards for generating advantage. If you know how to word this effect, please help.




Modular Setup
Earth ****
Machine/Effect
You can only activate up to two different effects of "Modular Setup" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
You can send another "Modular" card you control to the graveyard; add 1 "Modular" Spell/Trap card to your hand.
1000/1000

Modular Launcher
Earth ****
Machine/Effect
You can only activate up to two different effects of "Modular Launcher" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
You can discard one card; special summon a "Modular" Monster from your deck.
1000/1000

Modular OS
Earth ****
Machine/Effect
While this card with a Level is face-up on the field, it is treated as a Tuner monster.
This card cannot be used as a Synchro Material, except for the Synchro Summon of a "Modular" monster.
You can only activate up to two different effects of "Modular OS" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
1000/1000



[spoiler=Fusion(3)]

Modular Dual Core
Earth ****
Fusion/Machine/Effect
2 "Modular" Monsters
While this card is a monster, it has 1000 additional ATK and DEF.
You can only activate up to two different effects of "Modular Dual Core" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
1000/1000

Modular Quad Core
Earth ********
Fusion/Machine/Effect
2 "Modular" monsters that are either Xyz, Synchro or Fusion monsters
You can only activate up to two different effects of "Modular Quad Core" per turn, and each up to 2 time(s) during that turn.

You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
While this card is a monster: You can activate this effect to double its original ATK and DEF, until your next standby phase.
1000/1000

 

Modular Database

Earth ************

3 level 8 "Modular" monsters with different names

Must be Fusion Summoned using the above materials, and cannot be summoned by other ways.

You can only activate up to two different effects of "Modular Database" per turn, and each up to 2 time(s) during that turn.

You can activate this effect: Select 1 "Modular" card from your deck, show it to your opponent, then this card gains that cards original effects until the next standby phase, then shuffle that card back into the deck.

1000/1000

 

 



[spoiler=Synchro (3)]

Modular Unicode
Earth ********
Synchro/Machine/Effect
1 Tuner + 1 or more non-Tuner monsters
You can only activate up to two different effects of "Modular Unicode" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control; have this card gain that cards original effects until your next standby phase.
You can return up to 1 card from your Hand, Field and Graveyard each to your deck; fusion summon a monster from your extra deck that lists the returned cards as its summon materials.

1000/1000

 

Modular Direct Connect

Earth ********

Synchro/Machine/Effect

1 Tuner + 1 or more non-Tuner monsters

This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card.

You can only activate up to two different effects of "Direct Connect" per turn, and each up to 1 time(s) during that turn.
You can target another "Modular" Card you control or in your Graveyard; have this card gain that cards original effects until your next standby phase.

1000/1000

 

1000/1000

Deus X Modular
Earth ************
Synchro/Machine/Effect
1 Xyz tuner monster + 1 "Modular" Fusion monster
Must be Synchro summoned using the above materials, and cannot be summoned by other ways.
"Deus X Modular" gains the effects of all "Modular" cards in your Graveyard.
Whenever this card attacks or activates an effect, shuffle 1 "Modular" card from your graveyard into your deck.
You can only activate up to four different effects of "Deus X Modular" per turn, and each up to 1 time(s) during that turn.
1000/1000



[spoiler=XYZ (3)]

Modular Bit
Earth ****
Xyz/Machine/Effect
2 Level 4 Monsters with identical original ATK, DEF, Type and Attribute.

This card gains the effects of its "Modular" Xyz materials.
This card with Xyz material attached to it can be used as a material for a Synchro or Xyz summon using its Rank as if it were this card's level.
You can only activate up to two different effects of "Modular Bit" per turn, and each up to 1 time(s) during that turn.
You can detach 1 Xyz material from an Xyz monster you control; attach this Card and any Xyz materials attached to it as Xyz materials to an Xyz monster you control.
1000/1000

Modular QBit
Earth ****
Xyz/Machine/Effect
4 Level 4 Monsters with identical original ATK, DEF, Type and Attribute.

"Modular" Xyz monsters on your side of the field gain 100 ATK and DEF for each of their attached Xyz materials.
You can only activate up to two different effects of "Modular QBit" per turn, and each up to 1 time(s) during that turn.
You can detach 1 Xyz material from this card; skip your next standby phase.
1000/1000

 

Perfection, the absolute end

Earth ************

Xyz/Machine/Effect

1 Level 12 Synchro Pendulum tuner monster + 1 Level 12 Fusion Pendulum tuner monster

Must be Xyz summoned using the above materials, and cannot be summoned by other ways.

This card's special summon and effects cannot be negated. If this card is Xyz summoned: You win the Duell. 

0/0

[spoiler= ]

Bit may seem weak, but if you manage to attach bit to qbit...




[spoiler=Spells (5)]

Modular Motherboard
Field Spell
While this card is face-up on the field, it gains the original effects of all other face-up "Modular" cards you control.
You can only activate up to two different effects of "Modular Motherboard" per turn, and each up to 1 time(s) during that turn.
You can place one card from your Graveyard to the top of your your deck; add 1 "Modular" card from your Graveyard to your hand instead of conducting your normal draw during your Draw Phase, then shuffle your deck.

(And yes, a card that copies the effect of modular motherboard x times gets all other original effects x times. Thats why cummulative passives (Armament) can VERY quickly grow big)

[spoiler=Example]

2 armament + motherboard on the field:

Both armament effects: 2*100 = 200

Motherboard copies both armament effects: +200 = 400

Armament 1 uses its copy effect on motherboard: +100 (since it doesn't copy its own original effect) =500

Armament 1 uses copied copy effect on Armament 2/motherboard (it doesn't matter): +100 = 600

Any additional card able to copy motherboard: +200 each

The values are MUCH bigger with 3 armaments.

Why do I think this is balanced? Because more armements = less ressources to set up barriers to protect your cards from card effects. Also, since armaments would have to copy the effect of launcher instead of their own/motherboard, you can't flood the field with 2k+ beatsticks turn 1. Turn 3? That's another matter.



Modular Barrier Type S
Continuous Spell
This card is unaffected by the effects of (other) spell cards.

Modular Task Killer S
Continuous Spell
Once per turn, during either player's turn, if there is a Spell Card(s) on each side of the field: You can negate the effects of two of those cards (one from each side of the field), destroy them (this is a quick effect).

Modular Firewall
Continuous Spell
Reduce any effect damage you would take by 200.
If your opponent targets a "Modular" card you control for a card effect and this card would be a valid target for that effect: You can change the target to this card.

 

Modular Reboot

Continuous Spell

Once per turn, during your draw phase: You can shuffle all cards in your hand into the deck, then excavate the same number of cards from the top of your deck, then add all "Modular" cards to your hand and send the rest to your Graveyard.



[spoiler=Traps (5)]

Modular Barrier Type T
Continuous Trap
This card is unaffected by the effects of (other) trap cards.

Modular Task Killer T
Continuous Trap
Once per turn, during either player's turn, if there is a Trap Cards(s) on each side of the field: You can negate the effects of two of those cards (one from each side of the field), destroy them (this is a quick effect).

Modular Backup
Continuous Trap
While this card remains face up on the field, cards cannot be banished.
Once per turn, you can activate one of the following effects:
-Return one banished card to its owners deck.
-Return one Card from your Graveyard to your deck.
-Gain 100 LP.
 
Modular Ctrl-C
Continuous Trap
Special summon this card as an effect monster (Machine-Type/Earth/Level 4/ATK 1000/DEF 1000)(This card is also still treated as a trap card)
If this card is special summoned: You can target 1 "Modular" card on your side of the field; this card gains that cards effects, and this cards name becomes that cards.
You can only activate up to two different effects of "Modular Ctrl-C" per turn, and each up to 1 time(s) during that turn.
During your opponents turn: You can activate this effect, set this card (this is a quick effect).

 

Modular Ctrl-X

Continuous Trap

You can only activate up to two different effects of "Modular Crtl-X" per turn, and each up to 1 time(s) during that turn.

You can place 1 "Modular" Card fom your Graveyard on the top of your deck; send 1 "Modular" card from your deck to your Graveyard, then this card gains that cards effects until your next standby phase, then shuffle your deck.

 

 

 

 

 

 

 


 

[spoiler=V 3.0 (WIP) (0 cards)]

 

[spoiler=Monster()]

 

 

 

 

[spoiler=Fusion()]

 

 

 

 

[spoiler=Synchro()]

 

 

 

 

[spoiler=Trap()]

 

 

 

 

 

 

 




[spoiler=Changelog]
 
-Lots of stuff changed (lets call this V 2.0 and keep an actual log from now on).

V 2.0:

- Reworded the effects slightly
- Removed Modular Replica, added Modular Projector
- reworded Modular dual core to "this card", as to prevent "pasting" its current effect onto cards without activation restriction
- changed "backup": the return to deck effects now affects all cards and has no cost, but only works upon activating that card.
- added 2 new monsters, Modular Armament type A and Modular Armament type D.
- made the limit of effects 6, worst case 7 lines. This limit has yet to be applied to all cards:
-> effect monsters: done
-> fusion: done
-> synchro: done
-> xyz: done
-> spells: done
-> traps: done
<- these changes made me rework some of the above cards: all Xyz, fusion and synchros, modular backup, modular ctrl-c, modular motherboard.
- added 2 new monsters, Modular I and Modular O.
- changed "You can only activate" to "You can only activate up to"

- added 2 new cards, Modular Reboot and Modular Ctrl-X

- added 3 new cards, Modular Direct Connect, Modular Database, Perfection, the absolute end. The archetype is completed. Any further changes will be OCG or balance related, unless something major occurs.

 

V 3.0:

 

 

 

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Well, actually, you can make more than 20 cards for an archetype, but the amount of people that are going to review your archetype will be lower. Just keep that in mind.

 

Anyway, time for a review! (WARNING: The Grammar fixes might not be 100% accurate, because English isn't my mother language.)

 

[spoiler:Grammar Fixes (in progress)]Barrier B

Grammar fixes:

Once per turn, if this card would be destroyed by battle: It is not destroyed. You can target 1 other face-up "Modular" card you control; this card gain that card's original effects until your next Standby Phase. You can only use each effect of "Modular Barrier Type B" once per turn.

 

Barrier M

Grammar fixes:

Unaffected by other monsters' effects. You can target 1 other face-up "Modular" card you control; this card gain that card's original effects until your next Standby Phase. You can only use this effect of "Modular Barrier Type M" once per turn

 

(The 2nd effect doesn't really make sense to me, so I slightly modified the effect a little.)

 

Killer M

Grammar fixes:

During either player's turn, if there is an Effect Monster(s) on each side of the field: You can target 2 monsters on the field (1 on your field and 1 on your opponent's field); negate their effects, and if you do, destroy them. You can target 1 other face-up "Modular" card you control; this card gain that card's original effects until your next Standby Phase. You can only use each effect of "Modular Task Killer M" once per turn.

 

Setup

Grammar fixes:

You can send 1 other "Modular" card you control to the Graveyard, and if you do, add 1 "Modular" Spell/Trap Card from your Deck to your hand. You can target 1 other face-up "Modular" card you control; this card gain that card's original effects until your next Standby Phase. You can only use each effect of "Modular Setup" once per turn.

 

Launcher

Grammar fixes:

You can discard 1 card; Special Summon 1 "Modular" monster from your Deck. You can target 1 other face-up "Modular" card you control; this card gain that card's original effects until your next Standby Phase. You can only use this effect of "Modular Launcher" once per turn.

 

OS

Grammar fixes:

While this card with a Level is face-up on the field, it is treated as a Tuner monster. You can target 1 other face-up "Modular" card you control; this card gain that card's original effects until your next Standby Phase. You can only use this effect of "Modular OS" once per turn.

 

Replica

Grammar fixes:

(You forgot the Fusion Materials!)

You can target 1 other "Modular" Effect Monster you control or in your Graveyard; this card gains ATK and DEF equal to the targeted monster's ATK and DEF respectively, and if you do, this card gain that monster's original effects until your next Standby Phase. You can activate the following effects in sequence.

- Discard 1 card; activate 1 of the following effects, depending on the discarded card's type (Monster, Spell, Trap).

1. If the discarded card is a monster: Special Summon or Set 1 "Modular" monster directly from your Deck.

2. If the discarded card is a Spell Card: Set 1 "Modular" Spell Card directly from your Deck.

3. If the discarded card is a Trap Card: Set 1 "Modular" Trap Card directly from your Deck.

- Send 1 "Modular" card you control to the Graveyard, and if you do, activate 1 of the following effects, depending on the sent card's type (Monster, Spell, Trap).

1. If the sent card is a monster: Special Summon or Set 1 "Modular" monster directly from your Deck.

2. If the sent card is a Spell Card: Set 1 "Modular" Spell Card directly from your Deck.

3. If the sent card is a Trap Card: Set 1 "Modular" Trap Card directly from your Deck.

You can only use each effect of "Modular Replica" once per turn.

 

[i will finish the OCG fixes soon, trust me.]

Nevermind, laziness got me hard.

 

Overall: The "Modular" cards' effects are quite unique to me, as most of the effects can do a lot of things, but there are some cards that can potentially do wayyyy too much, such as Modular Launcher for example. It could potentially Special Summon a lot of other Modular monsters, and all the other Modular monsters can also copy the card's effect and activate it again. The discarding effects do helps a lot to nerf the card though. So, great job for that, I guess?

 

I would love to give you some more examples, but I can barely even understand the cards' effects (hence the reason why I didn't fix all of the cards' OCG at the moment).

 

Sorry if my review couldn't satistfy you, but that's all I could do (since I'm also a newbie).

 

Rating: 3/10, because the grammar is f***ing horrendous and the archetype are quite unbalanced, but the idea behind the archetype is nice and unique, so I'll give you props for that.

 

THE END

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Thx for the review! (Looks at the rating...) Seriously, thanks! I do enjoy people telling me I've done well, but people telling me I screwed up are way more helpfull.

Concerning the (nonexistant) usage of OCG... yeah... absolute newbie.

However, the effectss of the "barrier" cards are intended to be non-activateable permanent passives.

Task killer effects are supposed to not target. (trishula wording)

Task killer effects are supposed to "not care" whether or not the effects where actually negated. (step 1 negate effects, step 2 destroy cards, regardless of whether or not the cards effects where negated)

Replica has discarding and sending one card from your field to the graveyard as cost (both must be done), then the card type of the sent card determines the effect.)
 
There must be a limit to the amount of times a "Modular" card can activate effects. Always. Else we obtain armageddon. That's the reason why the archetype effect is supposed to read:
 
Cards with "this name" can only activate up to x different effects each turn, and each effect up to y times during that turn.

I'll need to change some of your wordings a bit due to above reasons, also because some effects can be transferred to cards with a different base type, hence the "(other)" instead of "other" with the barrier cards<- my attempt to imply that the card itself is not necessarily of this card type.

I attempted to make the archetype balanced, but I can't quite playtesst it... if I could, I'd try to improve anything I notice to be broken. Since I can't, I tried making most of the effects 1 for 1 trades, knowing well just how strong toolboxing can be...

The general balance idea is:

Activateable effects of most "Modular" cards can only be activated once for each card and furthermore, each card can only activate effects once.

If you choose to copy an effect, that's one activation gone, meaning you cannot use both the original cards individual active effect and the gained active effect.

For that reason, some effects are passive. Those are usually defensive (cannot be destroyed by battle, immune to traps, immune to spells, etc.)

Cards with an "immune" effect (barriers), with the exception of type M and B, cannot copy effects, making the source of potential OP cards (the fact that those barriers are on the field and their effect can be copied) vulnerable.

Motherboard is intended to be played while barriers are on the field, to allow other cards to copy its effect as to gain all barrier effects. Here however, destruction of the barriers leads to immediate loss of the invulnerability for cards copying motherboards effect, instead of only loosing it during the next standby phase.

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A lot of the Extra Deck monsters have very long effects... so if it was on a real card, their effects would be tiny to read and maybe too tiny. But I think if there are OCG fixes it should help that problem (we'll see by then). When you're saying that the player can only use each effect once per turn, just simply put a "You can only use each effect of (monster's name) once per turn." This shouldn't apply to destruction invincibility but if it does then you will have to make that effect an activation instead. So like "Once per turn, during either player's turn, if your opponent activates a card effect: You can make this card unaffected by that card effect this turn." I'll leave the OCG fixes to AsdfDuelist above.

 

Now to your Deck. For now I'll do your Monsters and Extra Deck. Get to your Spells and Traps later. First of all, the fact that all your Modular monsters can copy each other's card effects AND the Spells and Traps make it all the more powerful. With Launcher you can prepare a nasty Level 4 field to go into Rank 4 Xyz and Level 8 Synchros. Because all the other Modular monsters can copy each others effects they can pretty much use Launchers effect because they are not treated as using Launcher's effect but their own. I suggest limiting the copy effect to only apply once per turn by placing a (You can only apply this effect once per turn.) Other than that I am fine with their secondary effects, just the copying effect can get out of hand. The Fusions look fine. For Modular Unifier, name your Materials for Summon like "1 "Modular Tuner + 1 or more non-Tuner monsters" and for Deus X, Xyz Monsters cannot be used as Synchro Materials unless they have a Level because they have Ranks, not Levels. In your Xyz, your Modular Quad Core definitely helps prolong your copy effects that end on your next Standby Phases which is good but isn't powerful enough. Maybe that effect should be during either player's turn and not just your turn.

 

Well I hope this helps for now.

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@ fumofu6:

 

Todo:

 

The effects of the cards with way too long effects have been shortened/changed completely. only replica missing

 

The card effects have been restructured. Summon and card activation conditions are first, then passive effects, then the archetype effect limiting active effects, then the cards active effects (if it has a copy effect, that effect is first). done

 

Not sure if I misunderstood you, but there is a very good reason for the wording:

"You can only activate X different effects of "Modular Barrier Type B" per turn, and each up to Y time(s) during that turn."

appearing on EVERY Modular card with a copy effect. That way, IF a crad uses its copy effect to copy any number of potential activable effects from another Modular card, it can only activate one additional effect, as it has already activated one effect during that turn.

 

It is true that you can copy launcher over and over again, that is until you run out of cards in your hand (yeah, it is a 1 card "turn all cards in your hand into level 4 monsterss on the field" card, but those monsters: cannot activate their own effects if you intend to do so and: have 1000/1000).

 

But true, it allows very fast level 12 synchros. So I will fix that by doing the following: Modular OS now can only be used for synchro of "Modular" cards.

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added 2 cards, reworded some cards slightly, all card effects should now be readable as "real" cards.

moved changelog to the first post (stupid me), so posts like this are not required anymore. But whenever I feel like bumping, (like now) updates will be included (and the changelog will be mentioned).

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Aaand those should be the last changes folks. The cards -should- be balanced.

 

This archetype is all about carefully managing ressources, and all effects are +-0, unless specific contidions are met that require ... more ressources. Sure, some of the bosses pretty much read "you win the duel" (one actually does), but their power seems proportional to how  hard they are to summon, also you incur a HUGE loss if their summon gets negated. Those are just my thoughts after playtesting a bit thought, so if anyone want's to point something out...

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So falling back on the Xyz Tuner thing for Deus X Modular, the Xyz monster Modular Bit effect needs to be tweaked to be treated as a Tuner for the Synchro part, otherwise it's not. Just a small thing that needs to be fixed.

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So falling back on the Xyz Tuner thing for Deus X Modular, the Xyz monster Modular Bit effect needs to be tweaked to be treated as a Tuner for the Synchro part, otherwise it's not. Just a small thing that needs to be fixed.

Nope, that's intended. If it is to be used as a tuner, it needs to copy modular OS.

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