encapturer Posted August 23, 2009 Report Share Posted August 23, 2009 Well, I was making cards for my YGO RP and potential fanfics, and throwing them into a booster. And then I made a spell that activates on the field, but could be activated from the graveyard to achieve a similar (or same) effect. Then I made a bunch of them. Just trying to figure out what's overpowered, and what can be powered up. [spoiler=Double Cards]Sneak SummonNormal SpellSpecial Summon 1 Level 4 or lower monster in your hand to your opponent's side of the field. During your turn, if this card was not sent to the graveyard this turn, you may remove this card in the graveyard from play to Special summon 1 Level 4 or lower monster in your hand to your opponent's side of the field. Double DrawNormal TrapIf your opponent draws a card outside of the draw phase, draw 1 card. During your turn, if this card was not sent to the graveyard this turn, you may remove this card in the graveyard from play to draw 1 card. Twin TuningNormal SpellTreat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Attribute as it. During your turn, if this card was not sent to the graveyard this turn, remove this card from play to treat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Type as it. Enhanced EquipmentEquip SpellThe equipped monster gains 500 ATK. During either player's Battle Phase, if this card was not sent to the graveyard this turn, remove this card from play to increase target face-up monster's ATK by 500 until the end of the turn. Reduce RequirementNormal SpellTribute Summon a monster using 1 less tribute than required. During your turn, if this card was not sent to the graveyard this turn, remove this card from play to Tribute Summon a monster using 1 less tribute than required. Help? Suggestions? Rates? Thanks in advance. Link to comment
Valkyrie Lupia Blitzer Posted August 23, 2009 Report Share Posted August 23, 2009 The concept is good, the cards you put are examples are...bad for decks. Except Double Draw. Link to comment
玄魔の王 Posted August 23, 2009 Report Share Posted August 23, 2009 Even double draw isn't so good. This actually seems like the real card Skill Successor. I like the theme, but these need more power or more support. Until then, 6/10. Link to comment
encapturer Posted August 24, 2009 Author Report Share Posted August 24, 2009 So alot of powering up, huh. And [!] @ Skill Successor. I... had no idea that card even existed. And it even fits into the theme. In any case, powering up: Sneak SummonNormal SpellSpecial Summon 1 Level 4 or lower monster in your hand or deck to your opponent's side of the field. During your turn, if this card was not sent to the graveyard this turn, you may remove this card in the graveyard from play to Special summon 1 Level 4 or lower monster in your hand or deck to your opponent's side of the field. I figure it might be good to be able to pull stuff out of the deck as well; for stuff that activates 'when destroyed and sent to the graveyard' or along those lines. Twin TuningNormal SpellTreat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Attribute as it. During your turn, if this card was not sent to the graveyard this turn, remove this card from play to treat a monster on the field as a Tuner monster until the end of this turn. That monster can only be used to Synchro Summon a Synchro Monster that shares the same Attribute as it. Attribute only now in both cases. Would removing the restriction altogether be overwhelming, a good balance, or still underwhelming? ...And I seriously don't know what to do with Double draw. No field activation requirement makes it a two-turn Pot of Greed. Maybe increase the field draw to two, keeping the restriction, and the grave draw at 1? Thanks for the feedback; off to make more cards. Link to comment
CrabHelmet Posted August 24, 2009 Report Share Posted August 24, 2009 To be honest, this seems like a ripoff of a certain Magic the Gathering keyword - I believe it is called Flashback? - which does pretty much the same thing. Link to comment
玄魔の王 Posted August 24, 2009 Report Share Posted August 24, 2009 To be honest' date=' this seems like a ripoff of a certain Magic the Gathering keyword - I believe it is called Flashback? - which does pretty much the same thing.[/quote'] It certainly seems that way, eh? Link to comment
encapturer Posted August 25, 2009 Author Report Share Posted August 25, 2009 Haha, so it seems. That's another thing I had no idea existed before hand. Looks like that even if you think you are being pretty original, you're probably not. (I still think being unknowingly preempted by the game itself is pretty bad >_<) Link to comment
VoicesOfChaos Posted August 29, 2009 Report Share Posted August 29, 2009 I really like the concept! Yes it does seem a bit inspired by Magic the Gathering's Flashback mechanic but I don't think that is a bad thing. Adds more variety to Yugioh. I kind of made a mechanic based off Time Counters, Suspending, and Vanishing. Reduce Requirement seems like a double free Cost Down so that seems overpowered. I really like Double Draw and even Enhanced Equipment. Maybe you should include some kind of burn card. Maybe even something which heals your opponent when you play it but inflicts double the damage when removed from play. Other cards with vastly different effects when removed from play could be interesting. Or maybe some that you can only remove from play to activate when a certain trigger happens. Link to comment
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