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Max Darkness

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If you really want to make Dragon-Type monsters, you need to make them very different, because there are a huge number of them on this site, most of them incredibly bad, simply because they're just unimaginative.

 

[spoiler=Simple Starting Points]

i) Be creative! It's as simple as that!

ii) Learn to use OCG (Official Card Grammar) competantly before you start madly posting cards. People won't thank you for awful OCG.

iii) If you're short of ideas, visit the YuGiOh wikia to look for interesting ideas that you can make your own.

iv) You can also look at the replies to other people's posts in order to get inspired.

v) And finally, avoid making DIVINE monsters and making support for existing cards (like "Blue-Eyes" and "Red-Eyes". People will not like you for that at all.

 

 

 

[spoiler=New Member vs. Senior Member: Common Differences]

I'll start with an example. A card in the style of a New Member's card is on the left, one of my recent cards is on the right:

 

119569qcz.jpg119569jlr.jpg

 

The difference between them is clear.

The New Member's card:

- Boring name

- Overused Picture

- Dependable, if dull effect.

 

My card:

- Near-Unique name

- Picture that I've yet to see anywhere else

- Specific Summoning requirements and variable ATK.

 

Those are the keys to making different and interesting Dragon-Type monsters

 

 

 

[spoiler=The Four Rules for making Good Dragon-Type Cards]

1. Different Summoning Conditions other than Normal Summon.

2. Odd or variable ATK/DEF (bear in mind they can't go above 5000 or below 0).

3. Tactical Effects that can mess with your opponent.

4. Continuous Effects that slowly wear down your opponent/you.

 

 

 

[spoiler=[b]Rule 1:[/b] Different Summoning Conditions]

119569j.jpg

 

The card above shows how you can make the Summoning Conditions more interesting:

- It can't be Normal Summoned or Set.

- It has to be Special Summoned by the effect of another card.

 

However, Ritual Monsters, Fusion Monsters and Synchro Monsters can only be summoned in their specific ways. There's no leeway there!

 

 

 

[spoiler=[b]Rule 2:[/b] Odd or Variable ATK/DEF]

119569a.jpg119569hmk.jpg

 

These 2 cards show Rule 2 very well.

 

"Treasure Dragon"'s ATK and DEF are completely unfixed, and are completely variable. That is a perfect example of Rule 2.

 

"Tiny Dragon"'s effect shows Variable ATK. The more Dragons you summon, the more powerful it gets.

 

Be careful though. It's very easy to make cards with these sorts of effects overpowered. To avoid that, always imagine how powerful it can become. If it seems like too much, tone down the effect or add a cost. (See Rule 3 for details)

 

 

 

[spoiler=[b]Rule 3:[/b] Tactical Effects]

A Tactical Effect is an effect that can shift the balance of power in a battle. They usually only activate when you carry out a certain action, such as Summoning a monster, Tributing it or can only activate during a certain part of your turn (Standby Phase, End Phase etc.)

 

Dragon-Types traditionally rely on brute ATK to win battles...and little else. And these Dragons are very dull, so liven them up. If a Dragon has low ATK, it usually means it has a tactical effect. If you can come up with one of those, then you're good to go!

 

119569ztq.jpg

 

This card shows off Rule 3 very well.

 

As you can see, "Terran Dragon" appears to have low ATK strength for a Level 8. However, its effect allows it to power itself up very quickly (Tactical Effect). And this sort of effect is not overpowered either. Because there is a limit to the number of monsters you can have on your field (4) this card's maximum ATK (without Spells or Traps) is 3000, which is the limit for a Level 8.

 

However, if you do create a card with a very powerful tactical effect, then you'll need to consider a cost. This can be Life Points, monsters or other cards. In some cases, it's ATK or DEF points, or the monster itself. Again, be creative!

 

 

 

[spoiler=[b]Rule 4:[/b] Continous Effects]

119569l.jpg

 

A Continuous Effect is one that operates whenever the card is on the field, in the Graveyard, removed from play etc. which varies from card to card.

 

Most of the less-powerful effects don't need a cost. However, if you make a card with a very destructive Continuous Effect, then you'll need to consider a cost. (See Rule 3 for more details)

 

 

 

[spoiler=All 4 Rules in action]

Here's an example of one card that showcases all four of the above rules:

 

119569ogy.jpg

 

You've got:

1. Different Summoning Conditions:

"This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Dragon Rebirth"." (Needs another card so it can be Summoned)

2. Odd or variable ATK/DEF:

"This card's ATK and DEF are equal to 1.5x the destroyed monster's original ATK and DEF." (Variable ATK and DEF depending on what monster was destroyed)

3. Tactical Effects that can mess with your opponent:

"This card is treated as the same Attribute as the destroyed monster." (Variable Attribute depending on what monster was destroyed)

4. Continuous Effects that wear down your opponent/you (you in this case):

"During each of your End Phases, pay 1000 Life Points. If you do not, this card is destroyed." (It's a very strong card due to the ATK/DEF so a cost is needed)

 

 

 

 

[spoiler=Synopsis]

So, to make interesting Dragon cards, the main rules are:

1. Different Summoning Conditions.

2. Odd or variable ATK/DEF (Between 0 and 5000).

3. Tactical Effects that manipulate the battle. and/or

4. Continuous Effects that wear down/power up your opponent or you.

 

 

 

 

Rules 1-4 work on any Effect monster. Just remember that for Spirit Monsters, Union Monters, and Gemini Monsters; you have to include their specific texts.

 

Good card-making!

 

Max Darkness

 

[spoiler=Important Information and Disclaimer]

All the cards that appear in this are mine.

I do not own any of the images used.

 

 

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