New Card Type/Game Mechanic?

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Post by EMSOUP on Thu Feb 14, 2013 1:29 pm

okay, no problem. anyway, maybe you want to join the chat now? the topic is interesting.
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Post by DIGITAL on Thu Feb 14, 2013 1:54 pm

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
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Post by EMSOUP on Thu Feb 14, 2013 3:20 pm

need an actual cost or restriction, but the idea is great.
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Post by Anime Girl References on Thu Feb 14, 2013 5:47 pm

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.

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Post by EMSOUP on Thu Feb 14, 2013 6:11 pm

^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.
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Post by Anime Girl References on Thu Feb 14, 2013 11:02 pm

After reading the cards in the thread, I can see how Ash think it's ill conceived so I abandon the idea.

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Post by EMSOUP on Fri Feb 15, 2013 12:27 pm

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?
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Post by CNo.101 S.H.Death Knight on Fri Feb 15, 2013 1:48 pm

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..

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Post by Ash on Fri Feb 15, 2013 3:09 pm

it's ok, not everyone can be a master

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Post by Anime Girl References on Fri Feb 15, 2013 5:17 pm

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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