Creating Shitty Effects =/= Creating Balance

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Creating Shitty Effects =/= Creating Balance Empty Creating Shitty Effects =/= Creating Balance

Post by Anime Girl References on Thu Jun 02, 2011 5:49 pm

Let's get to card creation 101.

One of the many things you need to avoid when making exceptional cards is falling into the trap of 3.
> Consistency (How often will the card help you?)
> Situations (When will the card be helpful?)
> Pay-Off (Will the card be worth all of the trouble?)


Last edited by Darkest Hour on Mon Aug 19, 2013 6:17 pm; edited 3 times in total
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Post by Anime Girl References on Fri Jun 03, 2011 3:52 am

Consistency


  • It should not take you too long to get the card you need out of your hand. If the card sits in your hand for too long then there could be a problem with it. Yugioh is a fast game with limited amounts of resources and space for cards.

  • You should not have to pay a cost that would leave you at a major disadvantage or lose too many cards, only justify the effect being used. Discarding costs are notorious for being extremely disadvantageous in contrast to their effects, and while some decks do benefit from discarding, losing two cards at once, or being unable to use a card due to the lack of discardables will put your own game in the hole.

  • Card costs should not demand an insane amount in exchange for a lackluster effect that can be outdone by simple smaller cards being used together (ie. discarding 1 card to inflict 1000 as opposed to inflicting 600 damage with two different cards). While at first glace 1 card for 1000/2 cards for 1200 seems like a better payoff (2 of the first will hit for 2000) many other effects will not synchronize with the rest of the somewhat limited deckspace.

  • Maintenance costs that require you to lose cards or life points to keep them out should be reasonable for the thing they are accomplishing. Tributing a monster or discarding a card would only be worthwhile if said card was actually giving you some form of advantage. If your opponent isn't suffering as much as they should be, or suffering less than you, then the card may have an effect flaw.

  • Summoning requirements that require specifically named monsters and cards are generally cumbersome, especially if they have to be on the field and you have to have said card in your hand (think Wall Shadow, Harpie Lady Sisters, Fusioh Richie and The Guardian of the Pharoah, and on a more extreme case, Gate Guardian and Perfectly Ultimate Great Moth) The more specific cards that are needed, the longer it takes to get out, which should mean the more powerful and advantageous the card effect should be.



Last edited by Darkest Hour on Sat Sep 28, 2013 9:26 am; edited 3 times in total
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Post by Anime Girl References on Fri Jun 03, 2011 4:02 am

Disapplication

  • Remember to never heavily limit when a card can be used unless it's absolutely neccessary. It helps maintain how much text is put onto the card. Stopping it from being easily searchable and Special Summonable in alternate methods is good to prevent future cards from unintentionally setting up FTKs with it, but also encourage use of it when deckbuilding.

  • Cards that only activate when the opponent does something specific are unreliable if said action has a chance that it may not happen (ie. "Activate this card when your opponent activates Monster Reborn. Negate the effect of Monster Reborn.). When limited to actions that any normal deck would make is good enough, like Summoning, Drawing, Setting and the like. Making side-deck cards that react to these is good, but also allow a card to survive in the main deck depending on it's circumstances.

  • Meeting too many required conditions to allow a card to work will restrain how you play if said card is important. It does not influence strategy if you are devoting more time to trying not to destroy yourself as opposed to trying to stop the opponent from doing the same.

  • Playing the waiting game for an effect that might not even work is a very pointlessly risky move when other alternatives can be done. (Viser Des, The Final Countdown, Steel Scorpion).

  • Having luck influence cards is in bad taste too. Not only is there a chance it won't work, but there is a chance that you will not get the desired outcome at all. When you are lucky, however, people will complain that the card is too luck based and there is no strategy behind it. (Time Wizard, Arcana Force EX - The Dark Ruler, Cup of Ace)


Last edited by Darkest Hour on Sat Sep 28, 2013 9:31 am; edited 2 times in total
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Post by Anime Girl References on Fri Jun 03, 2011 4:14 am

Mediocrity

  • Running plain and boring cards gets tedious when they don't do anything special or are outclassed by a ton of other things.

  • Do not make Tiers of certain kinds of cards unless they have some different feedback or effect (like Sparks, Hinotama, Final Flame, Ookazi and Tremendous Fire). We don't need a ladder of weaker versions of certain cards unless they provide some kind of meaningful difference. LV Monsters are fine.

  • Do not make generic shitty versions of good cards when it would make more sense to run the good version. I.E. Twister vs. Mystical Space Typhoon or Cybernetic Hidden Technology vs. Sakuretsu Armor.

  • Don't intentionally make filler cards that don't have any use beyond being there and being weak and stupid. They don't have to be top tier effects, but they shouldn't be something that makes deck builders go "Why does this even exist?"


Last edited by Darkest Hour on Mon Jul 08, 2013 9:49 am; edited 1 time in total
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Post by Seattleite on Fri Jun 03, 2011 8:29 am

I'm gonna sticky this. This is great advice for not only LCCG card makers but pretty much.. everyone Very Happy

I must say I am guilty of filler cards xD but only because the DA needs commons when you buy a card pack. =)
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Post by Anime Girl References on Sat Jun 04, 2011 6:04 am

Slowness

  • Usually the maximum amount of turns it takes for a card to work is 2. If it takes longer than that, then you may need to address this problem. Normally you will lose up to 2 cards each turn, either by battle, playing cards or by using effects. In those two turns the field will change dramatically and the card may not even get it's chance to work.

  • When it comes to instant destruction and gradual destruction, instant destruction will always be preferred and the best overall choice unless the gradual destruction has some benefit to it. It is better to destroy a 3000 ATK monster before it even comes out, as opposed to the End Phase or a couple turns later when that 3000 ATK can become very dangerous to you and probably has already succeeded in getting rid of some of your cards.

  • The only time you should be waiting to activate a card is to make a very good game-wrecking play, not because you can't play it yet because you haven't met the very specific conditions or because it's not late enough in the game to be worth it.

  • If a card DOES Have to wait to be activated, make sure it actually does something else while waiting for that fated moment to occur. Sitting on the field doing nothing leaves it too vulnerable.

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Post by Seattleite on Sat Jun 04, 2011 8:33 am

I should point out that the speed of Destruction and Card Advantage are usually inversely related. Slower destruction can yield more advantage over a longer period of time, and Instant destruction more advantage over a short period of time. At least, that's what i've been trying to accomplish =D

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Post by Anime Girl References on Sat Jun 04, 2011 5:22 pm

I have never seen a good deck take longer than two turns to get rid of something, ever. The slowest card anyone has used is Torrential Tribute, and followed by that is Mirror Force. Anything slower than that will be wiped off the field by quicker cards and more immediate removal.
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Post by Seattleite on Sun Jun 05, 2011 3:22 am

Darkest Hour wrote:I have never seen a good deck take longer than two turns to get rid of something, ever. The slowest card anyone has used is Torrential Tribute, and followed by that is Mirror Force. Anything slower than that will be wiped off the field by quicker cards and more immediate removal.

I used Picking Pigeon against you and got a +1 :O Or... is that different?
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Post by Anime Girl References on Sun Jun 05, 2011 3:31 am

Seattleite wrote:
Darkest Hour wrote:I have never seen a good deck take longer than two turns to get rid of something, ever. The slowest card anyone has used is Torrential Tribute, and followed by that is Mirror Force. Anything slower than that will be wiped off the field by quicker cards and more immediate removal.

I used Picking Pigeon against you and got a +1 :O Or... is that different?

That's different because you didn't have to wait 1 or 2 turns for it to work by your own merit because it was a luck based card. I am talking about cards like Steel Scorpion, Zone Eater, Viser Des, or cards that destroy cards the next turn or even further away from that.
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Post by Anime Girl References on Tue Jun 07, 2011 3:31 pm

Should I kill off this topic too or do you marginally want it at all?
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Post by Seattleite on Sun Jun 12, 2011 8:58 am

I still want it. Provides good advice for cardmakers IMHO
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