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06-03-2012, 05:07 PM
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#26
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Get Wrecked
Join Date: Dec 2011
Location: In a fishtub
Posts: 4,141
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Quote:
Originally Posted by galamoth193
What about new archetypes? For example, Ghost archetype. These are monsters that cant be selected as attack targets, but they have a downside. If there is a ghost monster in your field yout opponent can attack your lp directly. However there can be cards that support them and even a field that negates its negative eff.
Or maybe a new archetype "Kamikaze", these can attack your own monsters, and they effects would trigger when "destroyed by battle by a monster you control" or only "destroyed by battle". This would also help cards like Sangan to activate faster, however they could only attack your own face-up monsters, or some flip eff monsters would become broken.
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Game mechanics, not game archetypes.
Love the Advanced spell idea... though if an MST one exist I dunno...
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Old Lancer

Sig done by none other than TK
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06-03-2012, 05:35 PM
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#27
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Registered User
Join Date: Apr 2009
Location: Brantford, Ontario
Age: 22
Posts: 178
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I like the Evolution idea, but I believe it could be a new spin on Xyz Summong, refining it a bit, similar to how Contact Fusion (Neos and Glads) was the next level or refined version of Fusion summoning.
So lets say we have these Red-Bordered cards that exist in your Extra Deck and can be Summoned by stacking them on top of specific cards or when certain requirements have been fulfilled. For example:
"You can Evolution Summon this card by using a Continuous Spell/Trap as Evolution Material. Place this card and the Spell/Trap used as its material in an unused Monster Zone. [Insert effect here]"
"You can Evolution Summon this card by using an Effect Monster/Normal Monster as Evolution Material [Insert effect here]"
"You can Evolution Summon this card by using an [certain attribute or level or rank or type of monster) as Evolution Material [Effect here]"
I do agree that we do not need more cards in our Extra Deck. Maybe they could raise the cap, or these cards could exist in our Main Deck and if you draw them and are able to fulfill their requirements then go to town. Just a thought.
I do believe Red-Bordered cards are the wave of the future though. What other colour could we get? Green? Pink? We're running out of border options.
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On the Dragon Bandwagon before Dallas and Toulouse
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06-03-2012, 06:26 PM
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#28
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Registered User
Join Date: Dec 2011
Posts: 141
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Quote:
Originally Posted by galamoth193
What about new archetypes? For example, Ghost archetype. These are monsters that cant be selected as attack targets, but they have a downside. If there is a ghost monster in your field yout opponent can attack your lp directly. However there can be cards that support them and even a field that negates its negative eff.
Or maybe a new archetype "Kamikaze", these can attack your own monsters, and they effects would trigger when "destroyed by battle by a monster you control" or only "destroyed by battle". This would also help cards like Sangan to activate faster, however they could only attack your own face-up monsters, or some flip eff monsters would become broken.
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Earthbound Immortals?
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06-03-2012, 09:01 PM
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#29
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Rawr!
Join Date: Oct 2011
Location: Behind you
Posts: 10,289
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Why does there have to be something new? Has anyone noticed that every time Konami introduces a new mechanic, the game just gets ****ed up? Synchro's sped the game up to unbelievable speeds. Xyz... everyone knows how bad Xyz ****ed up the game.
A new type of Spell/Trap/Backrow card would not work. MST? Yeah, wouldn't work. Solemn Judgment? Nope. Shi En? Uh-uh. This new type of card would either do absolutely nothing because there is literally nothing in the game that would be capable of countering it, or nearly every card in the game would have to be errata'd to fit it.
Whats wrong with just making the game better? Instead of introducing some half-assed mechanic to make money off of, why not let Konami actually make some well thought out and interesting archetypes?
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06-03-2012, 09:31 PM
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#30
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Registered User
Join Date: May 2012
Posts: 145
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They're right, i think if they add a new type of deck, its going to be an Extra Deck card, and if they do, they'll have to make the extra deck limit bigger, like 20 for example, but this would make the game very broken, with tons of synchros and xyz's in the field. I think they should limit Special Summons, that will make you think more when playing hieratics or dino rabbits for example.
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06-04-2012, 04:08 PM
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#31
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Hipsteroid
Join Date: Dec 2010
Posts: 3,242
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Quote:
Originally Posted by CrazyCat
Why does there have to be something new? Has anyone noticed that every time Konami introduces a new mechanic, the game just gets ****ed up? Synchro's sped the game up to unbelievable speeds. Xyz... everyone knows how bad Xyz ****ed up the game.
A new type of Spell/Trap/Backrow card would not work. MST? Yeah, wouldn't work. Solemn Judgment? Nope. Shi En? Uh-uh. This new type of card would either do absolutely nothing because there is literally nothing in the game that would be capable of countering it, or nearly every card in the game would have to be errata'd to fit it.
Whats wrong with just making the game better? Instead of introducing some half-assed mechanic to make money off of, why not let Konami actually make some well thought out and interesting archetypes?
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This. Honestly, the introduction of Synchros did NOT improve the game, and then a few years later they throw in a new type? They are having enough trouble balancing the mechanics they already created.
__________________
Quote:
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Originally Posted by Pegasus
Hold on Kaiba! I want to play a little game with that card you're about to play!
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Quote:
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Originally Posted by Kaiba
A GAME??! We're in the middle of a DUEL!!
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In the event that they ever become cool, I played roids way before anyone else ever heard of them. :P
Stop on by the new Vehicroid Guide!
http://www.pojo.biz/board/showthread.php?t=1087027
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06-05-2012, 02:18 AM
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#32
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Brandy Beavers
Join Date: Sep 2004
Location: Far from where my search began
Age: 22
Posts: 5,106
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I absolutely love the idea of Dual-faced Extra Deck cards and I've wanted YGO to take this idea since I saw them in Duel Masters.
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06-05-2012, 05:32 AM
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#33
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Registered User
Join Date: Aug 2010
Posts: 54
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Some ideas:
Chain-monsters (need a shorter name)
monsters you can summon from the extra deck when a Specific card is used as chain link 2 or higher (sometimes 3/4 or higher). Example:
Ario, God of Space Typhoons
Lv 4
Wind/Chain-monster
1700/500
You can Special summon this card from your extra deck when a "Mystical Space Typhoon" is Chain link 2 or higher in a current chain, during the chain. When this card is special summoned, target 1 Spell/trap card on the field: destroy it.
Making tikis (trap monsters, like Tiki Curse and Metal Reflect Slime) a form of trap cards, and not just a sub-type of continious traps.
Chaos cards (can't find a good name)
placed in main deck, coulored red.
Example of effect:
"When you draw this card: show it to your opponent, then return it to your deck. This card cannot be added to the hand, except by its own effect. When your opponent controls 4 or more monsters, and you have no cards on your side of the field, add this card from your deck to your hand. you cannot activate this card when you have 2 or more cards in your hand. when this card is activated, banish all monsters on the field, and both players special summon 2 monsters from their graveyards."
(if you have one in your opening hand, it gets returned to the deck as well. correct the text if it doesn't as it is now)
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06-25-2012, 09:18 PM
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#34
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Queen of Games!
Join Date: May 2012
Location: Gauche x Kaito FanClub!
Age: 20
Posts: 1,118
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Quote:
Originally Posted by The Undead
Some ideas:
Chain-monsters (need a shorter name)
monsters you can summon from the extra deck when a Specific card is used as chain link 2 or higher (sometimes 3/4 or higher). Example:
Ario, God of Space Typhoons
Lv 4
Wind/Chain-monster
1700/500
You can Special summon this card from your extra deck when a "Mystical Space Typhoon" is Chain link 2 or higher in a current chain, during the chain. When this card is special summoned, target 1 Spell/trap card on the field: destroy it.
Making tikis (trap monsters, like Tiki Curse and Metal Reflect Slime) a form of trap cards, and not just a sub-type of continious traps.
Chaos cards (can't find a good name)
placed in main deck, coulored red.
Example of effect:
"When you draw this card: show it to your opponent, then return it to your deck. This card cannot be added to the hand, except by its own effect. When your opponent controls 4 or more monsters, and you have no cards on your side of the field, add this card from your deck to your hand. you cannot activate this card when you have 2 or more cards in your hand. when this card is activated, banish all monsters on the field, and both players special summon 2 monsters from their graveyards."
(if you have one in your opening hand, it gets returned to the deck as well. correct the text if it doesn't as it is now)
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this idea is hot 
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03-31-2013, 11:08 PM
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#35
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Learning the Ropes
Join Date: Jan 2012
Posts: 5
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still waiting
still waiting on the hamos and such in dueling network fusing spells and traps.
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04-05-2013, 01:03 PM
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#36
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Registered User
Join Date: May 2012
Posts: 168
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Everyone wants red cards... me too XD
I think they will be called "Soul Summon", will take the monsters from RFG zone, and will have a Synchro like mechanic in that you will need a somewhat "little" monster.
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04-10-2013, 02:29 PM
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#37
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Learning the Ropes
Join Date: Mar 2013
Posts: 21
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Seeing as we have overlays, I hope we get some sort of partner cards.
Sort of like union cards, but they aren't in the spell/trap zone, and are overlaid.
So if you have say, a BEWD on the field, and there's a card that can partner with a light dragon, level 7 or higher, you can overlay the two, and gain effects.
These partners can also take on destruction. So if you have another BEWD in hand, and somehow you know or feel you have another BEWD that'll come into your hand the next drawphase, with a Polymerization in hand as well, and your opponent has say, an Odin out. You want to keep your BEWD out on the field so you can get Ultimate Dragon out, but you know that the Odin is going to demolish your BEWD. And thankfully, you have enough LP, at say, 6000. So instead of having your BEWD destroyed, you can switch to your partner overlay, and have you take the damage, while keeping your BEWD out. And these partners would have useful effects, such as "If this card is destroyed by battle after switching partners to this card, draw 1 card."/"If this card is destroyed by battle after switching partners to this card, you take no battle damage." etc, etc. But nothing too overpowered, like, "If this card is destroyed by battle after switching partners to this card, destroy all monsters/Spells and traps on your opponent's side of the field." But you can only overlay one card per monster per duel.
-OR-
A partner card that doesn't overlay with another card, but can have added effects. These partner cards will have an effect of, "This card is unaffected by trap cards.", or no effect, with an added, "If [insertname here] is on the field, this card gains [the effect:_____]/[att/def]/level becomes[X] etc etc.
I would love to have this sort of concept with my charmers or Heroes.
They'll be red two, and will require some sort of pay to use, such as lp or tribute, unless the card it partners up with is on the field already.
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04-11-2013, 07:52 AM
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#38
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Registered User
Join Date: Aug 2012
Posts: 421
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This is ******ed 10char
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Yu-Gi-Oh Decks:
Lancer frogs
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Hero Rabbits
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04-12-2013, 07:21 PM
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#39
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Junior Member
Join Date: Apr 2013
Location: North Carolina
Posts: 33
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Quote:
Originally Posted by asdfth12
I like that idea. Just add a remove from deck to it, and I'd support it.
Other spell idea's.
Artifact of Greed
This card can only be activated by removing from your deck or graveyard 3 Shard of Greed. Draw 4 cards.
Banner of Unity
This card can only be activated by removing from your deck or graveyard 1 Banner of Courage and 1 United We Stand. During your battle phrase, increase the atk of the equipped moster by 1000 for each monster you control.
Accomplished Goblin
This card can only be activated by removing from your deck or graveyard 2 Upstart Goblin. Draw one card from your deck. Your opponent gains 2000 lifepoints.
Mystical Storm
This card can only be activated by removing from your deck or graveyard 1 Heavy Storm and 1 Mystical Space Typhoon. This card cannot be negated. Destroy all spell and traps cards on the field.
Soul Eradicator
This card can only be activated by removing from your deck or graveyard 2 Soul Taker. Remove from play 1 monster on the field, and remove from your opponents deck any monsters of the same name. Your opponent gains 1000 lifepoints for each monster removed from play.
Eternal Soul Eradicator
This card can only be activated by removing from your deck or graveyard 3 Soul Taker. Remove from play 1 monster on the field, and remove from your and your opponents deck any monsters of the same name. Your opponent gains 1000 lifepoints for each monster removed from play.
Heavy Storm of Destruction
This card can only be activated by removing from you deck or graveyard 2 Meteor of Destruction and 1 Heavy Storm. Destroy all spell and trap cards on the field. Your opponent loses 500 lifepoints for each card destroyed.
Edit
How about we get some advanced spells that use traps as the activation cost?
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that would make it awesome
Additional Comment:
Quote:
Originally Posted by FNX90BCN
Everyone wants red cards... me too XD
I think they will be called "Soul Summon", will take the monsters from RFG zone, and will have a Synchro like mechanic in that you will need a somewhat "little" monster.
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like a kind of soul tuner! this game will be awesome as **** a few years from now!
Last edited by MrNosorogXC : 04-12-2013 at 07:21 PM.
Reason: Automerged Doublepost
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04-21-2013, 12:52 AM
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#40
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Pojo Veteran
Join Date: Sep 2012
Posts: 669
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I like the idea of Deck Master.
I had an idea of a new monster type with the idea of the "Heart of the Cards", that reside in the main deck.
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04-21-2013, 04:46 AM
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#41
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Pure awesome
Join Date: Dec 2010
Age: 18
Posts: 4,683
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Rip 'N Place
You rip two cards in half then place the pieces together as if they were one card. The ripping is a cost to play the new combined card. Once cards are combined and used they cannot be used again, as ripping two cards in half is a cost to play the new.
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I am me
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04-21-2013, 09:02 AM
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#42
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Learning the Ropes
Join Date: Nov 2012
Posts: 13
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EDIT: Post on the wrong place... sorry
Last edited by dracometeo : 04-21-2013 at 09:18 AM.
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