New Card Type/Game Mechanic?
+3
Seattleite
ALiCE'S EMOTiON
EMSOUP
7 posters
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Re: New Card Type/Game Mechanic?
okay, no problem. anyway, maybe you want to join the chat now? the topic is interesting.
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
Re: New Card Type/Game Mechanic?
A Foreigners Communion
Advanced Continuous Spell Card
You can only activate this card from your Extra Deck by discarding a Spell card from your hand. When you acivate this card, all monsters level 5 or higher are considered under no ones control for the next three turns and cannot be targeted by other cards card effects.
just an idea
Advanced Continuous Spell Card
You can only activate this card from your Extra Deck by discarding a Spell card from your hand. When you acivate this card, all monsters level 5 or higher are considered under no ones control for the next three turns and cannot be targeted by other cards card effects.
just an idea
DIGITAL- Posts : 1067
Join date : 2011-03-18
Re: New Card Type/Game Mechanic?
need an actual cost or restriction, but the idea is great.
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
Re: New Card Type/Game Mechanic?
Ragnarok's Final Form
Advanced Spell Card
During your Main Phase, select 1 face-up "Lunarslayer Godrotter Raymarrow" or "Jabberviathan". It's ATK and DEF are increased by 1000 and it gains 4 Level Stars. If it would be destroyed by battle, reduce it's Level Stars by 4 instead. This monster cannot be destroyed in battle while it's Level is higher than 3.
Advanced Spell Card
During your Main Phase, select 1 face-up "Lunarslayer Godrotter Raymarrow" or "Jabberviathan". It's ATK and DEF are increased by 1000 and it gains 4 Level Stars. If it would be destroyed by battle, reduce it's Level Stars by 4 instead. This monster cannot be destroyed in battle while it's Level is higher than 3.
Re: New Card Type/Game Mechanic?
^on DH's post, If it would be destroyed by battle, reduce it's Level Stars by 4 instead. This monster cannot be destroyed in battle while it's Level is higher than 3. is funny, maybe you want to fix it. Still, it's a neat idea though
Hmm, i think advanced spell/trap can be used to stop derps and save you from a bad hand, a inherent flaw of CCG.
maybe something like:
Last Chance
Advanced Trap Card
Activate from your extra deck when your opponent's monster declares an attack when you have no monster and you have equal or less than 4000 life points. Draw 1 card, then end your opponent's turn. You can only activate 1 "Last Chance" per duel.
Hyper Reload
Advanced Spell Card
Activate from your extra deck only during your first turn. Shuffle any number of cards from your hand to the deck, then draw the same amount of cards -1.
Hmm, i think advanced spell/trap can be used to stop derps and save you from a bad hand, a inherent flaw of CCG.
maybe something like:
Last Chance
Advanced Trap Card
Activate from your extra deck when your opponent's monster declares an attack when you have no monster and you have equal or less than 4000 life points. Draw 1 card, then end your opponent's turn. You can only activate 1 "Last Chance" per duel.
Hyper Reload
Advanced Spell Card
Activate from your extra deck only during your first turn. Shuffle any number of cards from your hand to the deck, then draw the same amount of cards -1.
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
Re: New Card Type/Game Mechanic?
After reading the cards in the thread, I can see how Ash think it's ill conceived so I abandon the idea.
Re: New Card Type/Game Mechanic?
Welp. back to the drawing board then. Even though the idea is neat, it seems that in practice it'll be troublesome. or maybe not?
EMSOUP- Posts : 1028
Join date : 2012-08-31
Age : 37
Location : Bandung, Indonesia
Re: New Card Type/Game Mechanic?
Darkest Hour wrote:After reading the cards in the thread, I can see how Ash think it's ill conceived so I abandon the idea.
not only that but being accessible in Extra Deck is considered a huge advantage which would required a heavier than normal cost, condition and/or restriction whereas you wouldn't as much to be compelled to pay or set up for them except as a last resort at all. In saying, a similar decent effect of S/T as we would or already have for Main Deck, would carry harsher amount in term of twice or more amount of cost, condition and/or restriction in Extra Deck. If the drawback is not harsher enough for that kind of advantage, it could easily overpowered your opponent in many manners.
EDIT: realized Ash explained most of it and I just expand the explanation a bit..
CNo.101 S.H.Death Knight- Posts : 1458
Join date : 2011-02-20
Age : 34
Location : Where the seven waves were born
Re: New Card Type/Game Mechanic?
it's ok, not everyone can be a master
Ash- Posts : 1484
Join date : 2010-12-10
Age : 30
Location : Hull, England
Re: New Card Type/Game Mechanic?
I think the main advantage that S/Ts must be considered for is accessibility, I guess. While searching for specific monsters is not as bad, since most of them have to be Normal Summoned, (something you can only do once normally), you can activate any number of S/Ts in a turn, so in it's infancy, Extra Deck S/Ts would lose the majority of their limitations if they were allowed as much creative freedom as Extra Deck Monsters.
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