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The YCCG (playing with custom cards) is dead, revival discussion


-Griffin

Where should we get the cards for the YCCGEE?  

2 members have voted

  1. 1. Where should we get the cards for the YCCGEE?

    • Use cards from the YCCG to save time and quickly get cards
      4
    • Use only origional cards to create a less random game where specific aspects are adressed
      1


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Face it, no-one duels on there and we spend most of the time sitting on the topic of one or two slightly broken cards like grumpy old men. I would talk about this in the sticky but experience tells me no-one reads them and what we need right now is new members, not people who look at it out of habit.

 

I'm thinking about starting a new CCG, which will be changed to move much faster, because experience also tells me that when things like this slow down, people lose interest. There will no-longer be delays or deadline extensions. There will be a new pack every month, or every two weeks, as decided later, and this will be released on time. We'll also, hopefully, have a lot, lot more duels happening.

 

So, does anyone on this forum still have an interest in custom card games, or shall I just not bother?

 

/rant because I hate seeing it die like this

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No TCG cards. This is an entirely new game.

Nightmarian has been thinking the exact same thing as me, and I received this over MSN as his plan for a thread:

Yu-Gi-Oh! Created Card Game Expert Edition

This is community trading card game' date=' aviable for everyone. Here we will try to make balanced, interesting and creative card game then KONAMI's Yu-Gi-Oh! TCG is.

 

You can post your created cards here if you want to add your own cards to our game. Posted cards will be reviewed by judges ( currently only me until i find some good judges).

 

RULES :

- you can post up to 10 cards per week - if you post more only first 10 will be reviewed while others will be ignored

- after posting your cards you are allowing us to use them in this game and we are free to adjust them if we think that is needed

- all decisions of judges are final

- post here only cards, no comments or anything else or you will get banned

- all other forum's rules also apply

 

SOME GENERAL SUGGESTIONS THAT COULD HELP YOUR CARDS GET IN :

- don't make overpowered, broken cards

- don't make support for themes that don't exist in our game

- don't make bad themes

- try that your cards are : balanced, simple, creative

- make combos with cards that exist in our game

- make cards that support weak decks in our game

- don't make cards that don't respect game rules!

- don't make cards that are copies of existing cards..

- if an effect monster's effects are all positive, and it is the same level as a Normal Monster, it should almost always have lower ATK than the Normal Monsters ATK or DEF

 

 

 

SPECIAL EXPERT EDITION GAME RULES : we have some own rules for which we hope that will make much more freedom in creation and make game more interesting.

- Player can Special Summon only once per turn

- Ritual Summons are not Special Summons

- The normal Draw Phase draw can be chosen from any card in your Deck ( Deck is shuffled after), all others, including starting 5, are from the top

- Fusion Summons can be performed without any card effect, you only need cards in the hand or on the field[/quote']

 

My version was going to allow more cards submitted and not have the custom rules, but I'm interested to see if there is any support for this idea.

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Yeah, have to agree with Leo. Support, and so far, seems well thought out.

 

Except for the Draw Phase rule, that will have to go. It makes the game completely off-balance, and utterly broken.

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I don't really like the Expert Rules too much. The point of Special Summoning is to transcend the limit of "once per turn, you can Summon". Limiting the Special Summon because certain cards abuse it is rather unfair.

 

Also, the Draw Phse rule seems... extremely broken. Search any card in your Deck? That would make games ridiculous. The point of many card games is to leave something to chance.

 

I do like the Fusion idea, though. Basically does away with Poly.

[/rant]

 

Also, Random Archetypes can be under 10 cards!

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Griffin what about the hundreds of cards we created?? Maybe im mistaken but it sounds you want to completly start over????

 

look at the final phase thread, page 1, second-to last post. Over these weeks i have been finding card images for set 2 every day. I have over 100 so far, so that means im over 2/3 the way done. And leo still wants to post set 3 submission phase soon. I guess balancing phases can be a little slow because of no end date but it doesn't have to be that way.

 

All I'm trying to say is I asked for people to help me on the main thread, balancing thread AND the website, and i haven't gotten any responses yet. If you want to speed things up, change the rules, thats understandable and Im all for it, but we should stick to the old one and keep this thread to get new members. The trend has seemed that every leader and co-leader of this project has dropped out or lost interest but I can assure you, im sticking to this project for a long time.

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I agree with Draw Phase rule, its stupid.. We could have mulligan from MTG to stop bad starting hands.. And maybe add that once per turn during draw phase you can return drawn card back to deck to draw again?? This would also stop bad hands..

 

Since search during draw phase will not go in , does anyone have idea how to make Ritual Monsters more usable?

 

I agree its stupid to throw all cards that are already created, specially cards from first 2 sets because most of them is good, so i am making list of cards that will go in the Expert Edition and i will try to fix some of them...

 

I will start the new thread today and i hope that more people will join... If you want, you can continue current YCCG, i am anyway starting Expert Edition...

 

Be free to suggest some other rules, if i find some of them good, i might add them to game.. Thx

 

 

@seattleite - please show me the pics if possible...

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Yeah' date=' have to agree with Leo. Support, and so far, seems well thought out.

 

Except for the Draw Phase rule, that will have to go. It makes the game completely off-balance, and utterly broken.

[/quote']

 

Likely, it was a first-draft idea. And remember, all card would be made to not abuse this ._.

 

I don't really like the Expert Rules too much. The point of Special Summoning is to transcend the limit of "once per turn' date=' you can Summon". Limiting the Special Summon because certain cards abuse it is rather unfair.

 

[b']It's still allowing you twice the summoning you could usually do as well as allowing you to skip tributes or make a synchro/fusion. The main thing it does is drastically cut down possible OTKs and loops, there'll be near 0 now.[/b]

 

Also, the Draw Phse rule seems... extremely broken. Search any card in your Deck? That would make games ridiculous. The point of many card games is to leave something to chance.

 

See above (note - any cards that still allow draw, mill, and the starting 5 would be chance) but I do get the idea people don't like this.

 

I do like the Fusion idea, though. Basically does away with Poly.

[/rant]

 

Also, Random Archetypes can be under 10 cards!

 

YEEEEEEES!!!!!!!!!!!

 

Griffin what about the hundreds of cards we created?? Maybe im mistaken but it sounds you want to completly start over????

 

I do. I'd have no-problem with people re-submitting cards though. Although Nightmarian doesn't seem to go along with this' date=' and plans to continue with many.[/b']

 

look at the final phase thread, page 1, second-to last post. Over these weeks i have been finding card images for set 2 every day. I have over 100 so far, so that means im over 2/3 the way done. And leo still wants to post set 3 submission phase soon. I guess balancing phases can be a little slow because of no end date but it doesn't have to be that way.

 

I personally don't care for images, but thanks, and great job on the effort. It's too dead to jump into set 3 without some revival.

 

All I'm trying to say is I asked for people to help me on the main thread, balancing thread AND the website, and i haven't gotten any responses yet. If you want to speed things up, change the rules, thats understandable and Im all for it, but we should stick to the old one and keep this thread to get new members. The trend has seemed that every leader and co-leader of this project has dropped out or lost interest but I can assure you, im sticking to this project for a long time.

 

Good. So am I. We're definitely speeding things up. +Reps to whoever can figure out how to actually get people duelling often.

 

I guess the Fusion Rule was needed' date=' since Polymerization, Super Polymerization, Fusion Gate etc etc cannot be used in the CCG, but the Draw Phase Rule is just stupid, imo.

[/quote']

 

Okay, I'm getting the idea that-

 

As said previously' date=' if we add the Draw Phase rule, we'd be stupider than Konami. And that's saying something.

[/quote']

 

OKAY, NO DRA-

 

I agree with Draw Phase rule' date=' its stupid.. We could have mulligan from MTG to stop bad starting hands.. And maybe add that once per turn during draw phase you can return drawn card back to deck to draw again?? This would also stop bad hands..

 

[b']YES. NONE OF THAT. I GET IT.

 

Since search during draw phase will not go in , does anyone have idea how to make Ritual Monsters more usable?

 

I still want them to need specific ritual cards, unlike the current YCCG. I think that Sonic Bird and the (Ten) Thousand Hands cards are the right idea, just great general search.

 

I agree its stupid to throw all cards that are already created, specially cards from first 2 sets because most of them is good, so i am making list of cards that will go in the Expert Edition and i will try to fix some of them...

 

There were definitely some gems.

 

I will start the new thread today and i hope that more people will join... If you want, you can continue current YCCG, i am anyway starting Expert Edition...

 

I'm probably going to move onto the YCCGEE, since it seems like an advancement on the YCCG, but if the YCCG continues, I'll help both.

 

Be free to suggest some other rules, if i find some of them good, i might add them to game.. Thx

 

 

@seattleite - please show me the pics if possible...

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I do. I'd have no-problem with people re-submitting cards though. Although Nightmarian doesn't seem to go along with this' date=' and plans to continue with many.[/b']

 

Really why don't we just keep all our cards and continue?? Merging YCCG and this project is way better than just starting a whole new one. We would already have a card pool to start dueling right away and people would keep their cards. Everyone Wins.

 

I personally don't care for images, but thanks, and great job on the effort. It's too dead to jump into set 3 without some revival.

 

I was trying to make a point, that the yccg isn't completly dead, it's not too late. But I want to know soon if anyone would continue with the yccg so the images i found can be used.

 

 

 

 

 

 

I agree its stupid to throw all cards that are already created' date=' specially cards from first 2 sets because most of them is good, so i am making list of cards that will go in the Expert Edition and i will try to fix some of them...

 

[i']That should be a group decision.[/i]

 

@seattleite - please show me the pics if possible...

 

Its in this link, second to last comment on the first page. Sorry I will not put them in IMG tags because its just too many cards.

 

LINK: http://forum.yugiohcardmaker.net/thread-168069.html

 

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Cards with CHANGE at top have some change and other ones are thrown out of game.. I got to F letter only so this is not full list.. I will not be here until my vacations end since i iwll not have internet access =(.. So gl guys..

 

Advanced Polymerization

 

Alchemy theme

 

Ancient Ritual

Group: Spell Card

Type: Spell

Icon:Ritual

This card is used to Ritual Summon any monster. Remove monsters in your Graveyard from play whose total Levels and

 

Attributes equal that of the Ritual Monster you are Ritual Summoning.

 

Aqua Magician

Attrib: Water

Type: Spellcaster/Effect

Level:7

Atk: 2600

Def: 2100

This card cannot be targeted by a Spell or Trap Card. If a monster you control is targeted by a Spell or Trap Card, you can

 

switch the target to an appropriate monster your opponent controls.

 

 

Arcane Rise

Group: Spell Card

Type: Spell

Icon:Normal

Select 1 Monstr in a Graveyard. If the selected monster's level is equal or lower than the combined level of all face-up

 

Spellcaster-type monsters you control, Special Summon it. Else, remove it from play. You cannot declare attacks this turn.

 

Back Draft

Group: Trap Card

Type: Trap

Select and activate 1 of the following effects: * While there is a face up WIND monster on your side of the field, you can

 

return 1 card in your hand to the bottom of your Deck to return 1 card on the field to the top of the owner's Deck. * When a

 

face up WIND monster on your side of the field is attacked return the attacking monster to the top of its owner's Deck.

 

 

CHANGE:

Blood Werehamster

Attrib: Dark

Type: Beast/Effect

Level:3

Atk: 500

Def: 500

This card cannot be Tributed if it was Special Summoned during your opponent's turn. At the start of either player's Main

 

Phase 2, you can Special Summon this card from your hand. While this card is face-up on the field, your opponent cannot

 

Summon monsters, activate or Set cards during the Main Phase 2.

 

Body of One

Group: Spell Card

Type: Spell

Pay 1000 Life Points. Special Summon 1 Normal Monster from your Graveyard (tributes are required for monsters level 5 and

 

above). It cannot declare Attack during this turn.

 

 

Book of Twilight

Group: Spell Card

Type: Spell

Icon:Quick-Play

Select and activate 1 of the following effects: * Flip 1 face-up monster on the field into face-down Defense Position. *

 

Flip 1 face-down monster on the field into face-up Attack Position.

 

Burning Marauder

Attrib: Fire

Type: Zombie/Effect

Level:3

Atk: 1200

Def: 400

Your opponent cannot select another Zombie-Type monster you control as an attack target. When this card is Normal Summoned,

 

you can Special Summon 1 Level 4 or lower Zombie-Type monster from your hand. If you use this effect, when this card is

 

destroyed by battle inflict damage to your opponent equal to the original ATK of the Special Summoned Monster.

 

 

Call of Duty

Group: Trap Card

Type: Trap

Icon:Normal

Activate only if your opponent controls a monster and you control no monsters. Add 1 LIGHT monster from your deck to your

 

hand.

 

 

CHANGE:

 

Cold Enchanter

Attrib: Water

Type: Spellcaster/Effect

Level:3

Atk: 800

Def: 1200

This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or

 

flipped face-up. Once per turn, you can Tribute 1 monster with Ice Counter(s) to Special Summon 1 monster from your

 

Graveyard with Level equal to or less then Level of Tributed monster + number of Ice Counter(s) that was on that monster. (

 

Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player

 

removes 1 Ice Counter from the field.)

 

CHANGE:

COMBINE!

Group: Spell Card

Type: Spell

Icon:Field

You and your opponent can play Union monsters from your hand as if they were Equip Spell cards and directly equip them to a

 

correct target. Union monsters cannot be Special Summoned from Spell/Trap Card zone. When this card is removed from the

 

field, destroy all Union monsters in your Spell/Trap Card zone.

 

CHANGE :

 

Commoners Calling

Group: Spell Card

Type: Spell

Icon:Continuous

Once per turn, when a Normal Monster is Normal Summoned to your side of the field, you can add 1 Normal Monster Card from

 

your Deck to your hand with a Level lower than that monster.

 

Composted Zombie

Attrib: EARTH

Type: Zombie/Effect

Level:Level 4

Atk: 1500

Def: 1100

You can shuffle this card from your Graveyard into your deck to Special Summon 1 Plant-Type monster from your Graveyard.

 

 

Conversion of Darkness

Group: Spell Card

Type: Spell

Icon:Continuous

Once per turn, during your main phase, you can send any number of Fusion/Ritual monsters you control to the graveyard to

 

Special Summon the same number of Synchro monsters from your Extra Deck ignoring its summoning conditions. During this

 

turn, damage to a player involving that monster becomes 0.

 

Conversion of Light

Group: Spell Card

Type: Spell

Icon:Continuous

Once per turn, during your main phase, you can send any number of synchro monsters you control to the graveyard to Special

 

Summon the same number of Fusion/Ritual monsters from your Extra Deck or hand ignoring its summoning conditions. During this

 

turn, damage to a player involving that monster becomes 0.

 

CHANGE:

Corpse Shield

Group: Spell Card

Type: Spell

Icon:Continuous

When opponent declares an attack with his/her monster, you can send 1 card from top of your Deck to Graveyard. If sent card

 

is Zombie-Type monster change attacking monster to Defense Position.

 

CHANGE:

Counter Crusher

Attrib: Fire

Type: Warrior/Effect

Level:4

Atk: 1700

Def: 1500

While this card is face-up on the field, no counters can be placed on cards. Once per turn, during either player's turn, you

 

can pay 500 Life Points to remove 1 counter from the field.

 

CHANGE:

De-Combine

Group: Spell Card

Type: Spell

Icon:Normal

Select 1 Level 5 or higher Machine-Type monster you control, return it to your Deck. Special Summon 2 Level 3 or lower

 

Machine-Type monsters from your Deck.

 

CHANGE:

Demonic Excalibur

Group: Spell Card

Type: Spell

Icon:Equip

A "Diablo" monster equipped with this card gains 300 ATK for each "Diablo" monster on the field. While this card is on top

 

of your Graveyard, you can equip it to a face-up "Diablo" monster you control. There can be only 1 "Demonic Excalibur"

 

face-up on the field.

 

 

Ecosystem Harmony

Group: Spell Card

Type: Spell

Icon:Field

All Field Spell cards can and must be activated in an empty Spell & Trap card zone (more than 1 Field Spell card can be on

 

the field at a time due to this effect). Each time a Field Spell card is activated, draw 1 card.

 

CHANGE:

Egg of Regeneration

Group: Spell Card

Type: Spell

Icon:Continuous

When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 2 Hatching Counters to this card.

 

You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose Level is equal to the number

 

of Hatching Counters on this card.

 

 

El Mariachi

Attrib: Fire

Type: Spellcaster/Tuner

Level:4

Atk: 1400

Def: 1800

You can use Tuner monsters for a Synchro Summon as though they were non-Tuner monsters. Once per turn, you can remove from

 

play 1 Tuner monster in your Graveyard to upgrade this monster's level by 1 and increase this monster's ATK by 500.

 

 

Equivalent Exchange

Group: Spell Card

Type: Spell

Reveal 1 Fusion Monster from your Extra Deck and discard 1 Fusion Material Monster with the same name listed on that card

 

from your hand to the Graveyard. Draw 2 cards

 

CHANGE:

Evil Engine

Attrib: Dark

Type: Machine/Ritual/Effect

Level:8

Atk: 2600

Def: 2800

You can send any number of monsters you control to the Graveyard. For each card sent to the Graveyard this way, place 1

 

counter on this card. You can remove 1 counter from this card to destroy 1 card on the field.

 

 

Faith over Fate

Group: Trap Card

Type: Trap

Icon:Normal

Activate only when an opponent's monster declares a direct attack. Special Summon 1 level 7 or lower LIGHT monster from your

 

Graveyard. This card's activation and effect cannot be negated.

 

 

Field of Sadness

Group: Spell Card

Type: Spell

Icon:Field

Decrease ATK of all Level 3 and higher monsters by 1000.

 

 

Fine Tuning

Group: Spell Card

Type: Spell

Icon:Field

Once per turn you can increase or decrease the Level of a face up Tuner Monster you control by 1 Level.

 

CHANGE:

Fists of the Earth

Group: Spell Card

Type: Spell

Icon:Equip

Equip only to an EARTH monster. Equipped monster gains 500 ATK. When this face-up equipped card is sent from the field to

 

the Graveyard, add 1 Field Spell from your deck to your hand.

 

 

Flame Inferno

Attrib: Fire

Type: Pyro/Effect

Level:4

Atk: 1400

Def: 1000

Flame Warrior + 1 or more FIRE or Pyro-Type monsters This card can be Fusion Summoned from your hand with the above Fusion

 

Material monsters as though it were in your Extra Deck. If this card is Fusion Summoned successfully, inflict damage to your

 

opponent equal to the number of Fusion Material monsters used to Summon it x 500 (max. 2000), and increase this card's ATK

 

by the same amount. When this card is Fusion Summoned, draw number of cards equal to number of Fusion Materials used to

 

Fusion Summon this card -1.

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