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Post by Insert Name Here on Sun Mar 11, 2012 1:50 pm

This is a Custom Card Game, so what's stopping me from introducing a new card type. Absolutely nothing.

So here it is, the Hybrids. Hybrid cards are monsters, but used a little bit differently than normal ones. Instead of being summoned normally to your monster card zone, they're place in the S/T zone. You can however place them in your monster card zone by activating the requirement on the card (The requirement can only be activated on the Field, NO WHERE ELSE!!!!!!!!!1!!111111). They can be Summoned during either player's Main Phase, but you can only Summon up to 2 a turn. You cannot Synchro, or Xyz Summon until your next End Phase after they're Summoned, unless the card states otherwise. Tribute Summons are fair game. If you flip a Hybrid monster face-up, it is sent directly to the s/t zone. The same idea applies to Special Summons.

Example of a Hybrid:
Generic Hybrid
Divine-Beast/Hybrid
You can pay 1 Life Point to Place this card in your Monster Card Zone. While this card is in your monster card zone, it gains the following effect: This card can attack directly.

So there, now that we got that out of the way, heres some actual generic Hybrids

Cybernetic Organism
Level-4 LIGHT
Machine/Hybrid
ATK: 1900 DEF: 0
You can discard the top 2 cards of both players Deck to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -While this card is face-up on the Field, switch it to face-up defense position. When this card is selected as an attack target, send the top 2 cards of your opponent's Deck to the Graveyard.

Burning Wing Dragon
Level-4 FIRE
Dragon/Hybrid
ATK: 1700 DEF: 1200
You can pay 800 Life Points to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -As long as this card remains face-up on the Field during your opponent's End Phase, inflict 500 damage to their Life Points. Once per turn, tribute 1 monster you control and inflict damage equal to it's Level, or Rank x200.|

TeleKinetic Ninja
Level-5 DARK
Psychic/Hybrid
ATK: 0 DEF: 2200
You can Increase both players Life Points by 500 to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -If there is a Psychic-type monster on the Field, other than "Telekinetic Ninja", Increase this card's ATK by 2000. Once per turn, inflict 600 damage to your opponent and increase your Life Points by 700.

Wave Wyvern
Level-3 WATER
Aqua/Hybrid
ATK: 1100 DEF: 1000
You can switch 1 monster on the Field to face-up defense position to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -All WATER monsters on your side of the Field gain 400 ATK and lose 500 DEF. Any time an Aqua, or Fish type monster is destroyed by battle, switch this card to face-up defense position and destroy 1 monster on the Field.

Exploding Boulder Knight
Level-1 EARTH
Rock/Hybrid
ATK: 0 DEF: 0
You can add 1 Rock-type monster from your Deck to your Hand and discard 1 card to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effect: -When this card is Placed in your Monster Card Zone, tribute this card and destroy 1 monster with a Level, or Rank higher than this card. Pay Life Points equal the the destroyed monster's Level or Rank x200.

Blue-Eyes Black Hawk
Level-3 WIND
Winged-Beast/Hybrid
ATK: 1300 DEF: 500
You can destroy 1 Spell or Trap card on the Field and pay 600 Life Points to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effect: -Once per turn, return 1 Hybrid monster in your Graveyard to your Deck and return up to 2 Spell, Trap, or Hybrid monster cards on your opponent controls to their Hand.

Osmosis Virus
Level-7 WATER
Aqua/Hybrid
ATK: 0 DEF: 0
You can pay 1000 Life Points to Place this card in your opponent's Monster Card Zone. While this card is in your opponent's Monster Card Zone, it gains the following effect: -This card cannot be removed from the Field except by a card effect. All monsters on your side of the Field cannot declare an attack. During each of your End Phases, tribute 1 monster you control, other than "Osmosis Virus" to inflict 800 damage to your opponent. If there you control no other monsters, banish this card.

Lava Swordfish
Level-4 FIRE
Fish/Hybrid
ATK: 1550 DEF: 1550
You can banish 1 FIRE, WATER, or Fish-type monster in your Deck to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effect: -Anytime a FIRE, WATER, or Fish-type monster is Banished, select 1 banished monster with 1700 or lower ATK and Special Summon it. If you control 4 or more FIRE, WATER, or Fish-type monsters, tribute this card.

Harpy of the Clouds
Level-2 WIND
Winged-Beast/Hybrid
ATK: 600 DEF: 250
You can discard 1 Spell Card in your Hand to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -If you control a WIND Tuner-monster, you can Synchro Summon this turn. When this card is removed from the Field, return 1 Spell, or Trap card to your opponent's Hand.

Kangaroo Boxer
Level-8 EARTH
Beast/Hybrid
ATK: 2700 DEF: 2100
You can pay 800 Life Points to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -All Warrior, and Beast-type monsters on the Field cannot be destroyed by a card effect. Once per turn, banish 1 card on the Field to Special Summon 1 Warrior, or Beast-type monster from your Deck with 2000 or lower ATK. When this card is destroyed, return all the banished monsters to your Deck and add 1 Equip Spell Card to your Hand from your Deck.

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Post by Anime Girl References on Mon Mar 12, 2012 8:01 am

I don't think YVD can support different subtypes yet, or at least I don't think it can.

I had a type like this, they were called Aux/Auxiliary monsters (name always changed for card space restraints). Their general text was "This card can be placed or set in a Spell/Trap Card zone, and is treated as a [S/T Card Type Here] when placed in a Spell/Trap Card Zone."

Their effects reflected what type of card they were annexing at the time, for example:

Zetanyu Phoenix
Level 4
WATER
ATK/1750
DEF/1200
[Winged-Beast/Aux] This card can be placed or set in a Spell/Trap Card zone, and is treated as a Counter Trap Card when placed in a Spell/Trap Card Zone. If this card is in a Spell/Trap Card Zone, you can negate the activation of Spell Card your opponent controls and destroy it.

Iron Reign Mantis
Level 5
WIND
ATK/2400
DEF/1100
[Insect/Aux] This card can be placed or set in a Spell/Trap Card zone, and is treated as a Normal Spell Card when placed in a Spell/Trap Card Zone. When this card is activated as a Normal Spell, Select any number of cards in your hand and return them to your deck, and then draw cards equal to the amount you returned. While face-up in a Monster Card Zone, when this card destroys an opponent's monster in battle, that monster is removed from play.

Gracefell Necrophim
DARK
Level 4
ATK/1800
DEF/350
[Zombie/Aux] This card can be placed or set in a Spell/Trap Card zone, and is treated as a Normal Trap Card when placed in a Spell/Trap Card Zone. If this card is in a Spell/Trap Card Zone, negate the attack of an opponent's monster and banish it. While this card is face-up in a Monster Card Zone, your opponent cannot banish cards in the Graveyard.

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Post by Insert Name Here on Mon Mar 12, 2012 8:21 am

Maybe i could code it as an effect monster, then tag (Hybrid) right before the effect. Im not exactly sure which idea is better, yours or mine, but I do like your Aux.

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Post by Nova Orbis on Mon Mar 12, 2012 3:25 pm

Insert Name Here wrote:This is a Custom Card Game, so what's stopping me from introducing a new card type. Absolutely nothing.

So here it is, the Hybrids. Hybrid cards are monsters, but used a little bit differently than normal ones. Instead of being summoned normally to your monster card zone, they're place in the S/T zone. You can however place them in your monster card zone by activating the requirement on the card (The requirement can only be activated on the Field, NO WHERE ELSE!!!!!!!!!1!!111111). They can be Summoned during either player's Main Phase, but you can only Summon up to 2 a turn. You cannot Synchro, or Xyz Summon until your next End Phase after they're Summoned, unless the card states otherwise. Tribute Summons are fair game. If you flip a Hybrid monster face-up, it is sent directly to the s/t zone. The same idea applies to Special Summons.
Can you set them in a monster zone, but when they're flipped, they then go to s/t?

Example of a Hybrid:
Generic Hybrid
Divine-Beast/Hybrid
You can pay 1 Life Point to Place this card in your Monster Card Zone. While this card is in your monster card zone, it gains the following effect: This card can attack directly.
So there, now that we got that out of the way, heres some actual generic Hybrids

Cybernetic Organism
Level-4 LIGHT
Machine/Hybrid
ATK: 1900 DEF: 0
You can discard the top 2 cards of both players Deck to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -While this card is face-up on the Field, switch it to face-up defense position. When this card is selected as an attack target, send the top 2 cards of your opponent's Deck to the Graveyard.

I need to ask, did you get the name from an Austrian Death Machine song? But seriously, i kinda like it.

Burning Wing Dragon
Level-4 FIRE
Dragon/Hybrid
ATK: 1700 DEF: 1200
You can pay 800 Life Points to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -As long as this card remains face-up on the Field during your opponent's End Phase, inflict 500 damage to their Life Points. Once per turn, tribute 1 monster you control and inflict damage equal to it's Level, or Rank x200.|

I like the burn

TeleKinetic Ninja
Level-5 DARK
Psychic/Hybrid
ATK: 0 DEF: 2200
You can Increase both players Life Points by 500 to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -If there is a Psychic-type monster on the Field, other than "Telekinetic Ninja", Increase this card's ATK by 2000. Once per turn, inflict 600 damage to your opponent and increase your Life Points by 700.

I bet this was made to work with my Kinetic cards, If not, i still love it.

Wave Wyvern
Level-3 WATER
Aqua/Hybrid
ATK: 1100 DEF: 1000
You can switch 1 monster on the Field to face-up defense position to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -All WATER monsters on your side of the Field gain 400 ATK and lose 500 DEF. Any time an Aqua, or Fish type monster is destroyed by battle, switch this card to face-up defense position and destroy 1 monster on the Field.

Cool name, not so sure about its effect tbqh

Exploding Boulder Knight
Level-1 EARTH
Rock/Hybrid
ATK: 0 DEF: 0
You can add 1 Rock-type monster from your Deck to your Hand and discard 1 card to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effect: -When this card is Placed in your Monster Card Zone, tribute this card and destroy 1 monster with a Level, or Rank higher than this card. Pay Life Points equal the the destroyed monster's Level or Rank x200.

This could wreck a big play, i like it

Blue-Eyes Black Hawk
Level-3 WIND
Winged-Beast/Hybrid
ATK: 1300 DEF: 500
You can destroy 1 Spell or Trap card on the Field and pay 600 Life Points to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effect: -Once per turn, return 1 Hybrid monster in your Graveyard to your Deck and return up to 2 Spell, Trap, or Hybrid monster cards on your opponent controls to their Hand.

hmmmmmmmm..... If this is actually submitted, and there is more support, this could be major a major recycler. Not so sure on it's balance

Osmosis Virus
Level-7 WATER
Aqua/Hybrid
ATK: 0 DEF: 0
You can pay 1000 Life Points to Place this card in your opponent's Monster Card Zone. While this card is in your opponent's Monster Card Zone, it gains the following effect: -This card cannot be removed from the Field except by a card effect. All monsters on your side of the Field cannot declare an attack. During each of your End Phases, tribute 1 monster you control, other than "Osmosis Virus" to inflict 800 damage to your opponent. If there you control no other monsters, banish this card.

Lolockdowncard

Lava Swordfish
Level-4 FIRE
Fish/Hybrid
ATK: 1550 DEF: 1550
You can banish 1 FIRE, WATER, or Fish-type monster in your Deck to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effect: -Anytime a FIRE, WATER, or Fish-type monster is Banished, select 1 banished monster with 1700 or lower ATK and Special Summon it. If you control 4 or more FIRE, WATER, or Fish-type monsters, tribute this card.

Supports alot of cards, not so sure on banishing however

Harpy of the Clouds
Level-2 WIND
Winged-Beast/Hybrid
ATK: 600 DEF: 250
You can discard 1 Spell Card in your Hand to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -If you control a WIND Tuner-monster, you can Synchro Summon this turn. When this card is removed from the Field, return 1 Spell, or Trap card to your opponent's Hand.

Well, i guess Wind needs something too.

Kangaroo Boxer
Level-8 EARTH
Beast/Hybrid
ATK: 2700 DEF: 2100
You can pay 800 Life Points to Place this card in your Monster Card Zone. While this card is in your Monster Card Zone, it gains the following effects: -All Warrior, and Beast-type monsters on the Field cannot be destroyed by a card effect. Once per turn, banish 1 card on the Field to Special Summon 1 Warrior, or Beast-type monster from your Deck with 2000 or lower ATK. When this card is destroyed, return all the banished monsters to your Deck and add 1 Equip Spell Card to your Hand from your Deck.

Kinda like it
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Post by Insert Name Here on Tue Mar 13, 2012 2:49 pm

Glad you like the idea Jul. any one else willing to tell me if its good/bad for teh game

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Post by DIGITAL on Fri May 04, 2012 9:42 am

Question... Is there a limit to how many you can put in the S/T zone per turn? and does their level matter?

Here is my idea on Ruling:

There is no limit to how many Hybrid monsters you can add to the field per turn. Hybrid monsters enter the field face down on the S/T zone and have to stay face down like traps. Then they can be flipped (their flipping is counted as the activation of a trap and can be chained or destroyed as if a spell or trap): when they leave the S/T zone its a SS. Once on the field they are no longer treated as Spells or Traps. (unless they have an effect to be returned to the S/T zone) They are treated as a Spell AND a Trap while in the deck or on the Spell and Trap Card Zone.


Last edited by Dylan W. on Fri May 04, 2012 2:31 pm; edited 1 time in total
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Post by Midnight Wyvern on Fri May 04, 2012 11:42 am

Dylan W. wrote:Question... Is there a limit to how many you can put in the S/T zone per turn? and does their level matter?

Here is my idea on Ruling:

There is no limit to how many Hybrid monsters you can add to the field per turn. Hybrid monsters enter the field face down on the S/T zone and have to stay face down like traps. Then they can be flipped (their flipping is counted as the activation of a trap and can be chained or destroyed as if a spell or trap): when they leave the S/T zone its a SS. Once on the field they are no longer treated as Spells or Traps. (unless they have an effect to be returned to the S/T zone)
INH and I had a massive PM conversation about the rulings for this a week ago. We made new rulings for them, but because we're stupid, we forgot to change both our threads to match the rulings.

You can set a Hybrid monster as any other monster, but when it's flipped up, it returns to your S/t zone. When they are special Summoned, they go to the s/t zone as well. If during the battle phase, it returns to the s/t zone before the damage step, causing a replay. There is no limit to how many Hybrid monsters placed in the Spell and Trap card zone, but you can only summon 2 during your turn. It is treated as a Hybrid Summon. It can only be placed in the s/t zone face-up, and cannot be removed from that zone.
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Post by DIGITAL on Fri May 04, 2012 12:15 pm

thats overcomplicated, he should have him look at mine...
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Post by Seattleite on Sat May 05, 2012 6:25 am

Don't mean to be a stick in the mud, but could you resolve the official rulings soon INH? We can't accurately check for balance issues on these cards until then.

I also need to bring up:

* Does a Hybrid Summon count as a Special Summon?
* If you try to Special Summon a Hybrid monster, does it go straight to the S/T zones or does it hit the field THEN go to the S/T zones? (This matters based on if the monster zones are full or not)
* Do the requirements for Hybrid Summoning (discard 1 card etc.) start a chain when they are activated?
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Post by Insert Name Here on Sat May 05, 2012 2:25 pm

Damnit MW, you made it overcomplicated and didnt put all the rulings.

Any time a Hybrid monster is put on the field, (Normal Summon, Special Summon, exc.) It goes straight to the S/t zone. If it was Set, and flipped face-up, it goes to the s/t zone. If a face-down hybrid is selected as an attack target, it is returned to the s/t zone before the damage step and it causes a replay.

A hybrid summon is it's own type of summon, which you can hybrid summon twice during either of you your main phases. The requirements do start a chain, which any effect that negates a monster effect can chain to it. A hybrid in the s/t zone cannot be removed from the field. So lets say you use s/t destruction that nukes the backrow, the hybrid will not be destroyed, but that uses up one of your slots until you summon it.

I believe I have covered everything. Its late at night, and im tired, so Im not sure.

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Post by Anime Girl References on Sat May 05, 2012 2:46 pm

So like, if you attack a Hybrid Monster, it returns to the S/T zones. How do you destroy them by battle if they always return?

So if you Normal Summon a Hybrid Monster, and it goes to the S/T Zone, does that count as Normal Summoning it or just using your Normal Summon to place it in the S/T Zone?

If it's effect(s) are negated while face-up in a Monster Card Zone, does it still function like a Hybrid Monster?

A Monster in the S/T Zone can't be removed from the field, so it cannot be destroyed by cards that destroy Spell or Trap Cards, or Monster cards? How do you get rid of them then?

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Post by Insert Name Here on Sat May 05, 2012 3:13 pm

Darkest Hour wrote:So like, if you attack a Hybrid Monster, it returns to the S/T zones. How do you destroy them by battle if they always return?
They return to the s/t zone only when they are initially placed on the field, so battles play out like normal, unless you set one face-down on the field.

So if you Normal Summon a Hybrid Monster, and it goes to the S/T Zone, does that count as Normal Summoning it or just using your Normal Summon to place it in the S/T Zone?
It will take up your normal summon

If it's effect(s) are negated while face-up in a Monster Card Zone, does it still function like a Hybrid Monster?
The effect will be negated, but it still has the hybrid function

A Monster in the S/T Zone can't be removed from the field, so it cannot be destroyed by cards that destroy Spell or Trap Cards, or Monster cards? How do you get rid of them then?
by destroying them when they are in the monster card zone

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Post by Seattleite on Sat May 05, 2012 4:16 pm

i see, ty for teh answers
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