-Griffin Posted January 7, 2010 Author Report Share Posted January 7, 2010 Those rules are as follows: * Ritual Summons are not considered a Special Summon' date=' and are now an entirely individual Summon type. * Fusion Summons, unless stated, do not require any Spell Card - you just send the materials from your hand or field [b']* You can only Special Summon once per turn.[/b] You clearly designed the effect without taking this into consideration. Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 7, 2010 Report Share Posted January 7, 2010 Oh, that rule. I made this card a while back and forgot to take that into consideration. It could still work with that. It would just have to wait a turn to reach its potential. Link to comment Share on other sites More sharing options...
-Griffin Posted January 7, 2010 Author Report Share Posted January 7, 2010 Either way. Don't use old cards, at least not yet. Only use ones designed for a fresh game, which require simple effects. EDIT: The first 10 cards are in the first post. Some people should try making level 6-8 Normal Monsters or something to serve as a bit of a presence. If you think any of the cards need changing, say. Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 7, 2010 Report Share Posted January 7, 2010 Why normals? Don't effect monsters add a lot more to the game? Link to comment Share on other sites More sharing options...
2Dual Posted January 7, 2010 Report Share Posted January 7, 2010 level 7 vanilla:|Pine-Rooter Giant Mole|0|YCCG|Beast|Earth|7||2200|2800|It's an omnivore beast, a really big omnivore beast, in fact, everyone wonders how such a big thing menaged to live undisclosed in the underground for so long. Anyway, there are more important problems now that it came out, such as how to menage not to become its next dessert.| and effect monsters too: |Blazing Wingman|0|YCCG|Winged Beast/Effect|Fire|6||2300|1400|This card cannot attack except by removing from play 1 card from your Graveyard. This card inflicts Piercing Damage. When this card attacks, you can add 1 removed from play card to your Deck and shuffle it.| |Whitefeather Eagleye|0|YCCG|Winged Beast/Effect|Wind|3||1000|1000|When this card inflicts Battle Damage to your opponent, you can look at the top card of your opponent's Deck, if it is a Spell or Trap Card, put it to the bottom of their Deck.| |Generous Armor|0|YCCG|Warrior/Effect|Light|4||0|2000|When this card is destroyed by battle, you can add 1 LIGHT monster from your Deck to your hand with the same Level as this card or lower, then, shuffle your Deck.| i thought some 'searchers' were needed, this is a simple one, maybe i'll make a better one tomorrow. Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 7, 2010 Report Share Posted January 7, 2010 Ok, how's this:Reverse RebirthNormal SpellBoth player's select a monster in their opponent's Graveyard and Special Summon it to their side of the field. Link to comment Share on other sites More sharing options...
seattleite Posted January 8, 2010 Report Share Posted January 8, 2010 Name : seattleiteCan you make cards/reword OCG/balance cards well in your opinion?: Yes. I was also a co-leader at the old CCG.Do you have YVD: Yes Okay, first i have to say, on the revival discussion thread you said: "Since no-one who voted for the first option in the poll actually posted, I doubt they have a strong opinion and they're probably not even interested in joining, so I expect that we'll start off fresh." So I know I posted in the thread for the first option. You are using majority rule right? So shouldn't 3 votes with at least 1 person who posted win over 1 vote with 1 person who posted? I have a bunch of ideas already, but first I gotta be accepted :lol: oh and sephiran, normal monsters are wanted just to allow the normal deck type to be used in the YCCG. More types of decks = more creativity. Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 level 7 vanilla:|Pine-Rooter Giant Mole|0|YCCG|Beast|Earth|7||2200|2800|It's an omnivore beast' date=' a really big omnivore beast, in fact, everyone wonders how such a big thing menaged to live undisclosed in the underground for so long. Anyway, there are more important problems now that it came out, such as how to menage not to become its next dessert.|[b']Accepted[/b]|Blazing Wingman|0|YCCG|Winged Beast/Effect|Fire|6||2300|1400|This card cannot attack except by removing from play 1 card from your Graveyard. This card inflicts Piercing Damage. When this card attacks, you can add 1 removed from play card to your Deck and shuffle it.|Accepted|Whitefeather Eagleye|0|YCCG|Winged Beast/Effect|Wind|3||1000|1000|When this card inflicts Battle Damage to your opponent, you can look at the top card of your opponent's Deck, if it is a Spell or Trap Card, put it to the bottom of their Deck.|Accepted, although I feel it could be UP'd. Maybe make the bottom part optional?|Generous Armor|0|YCCG|Warrior/Effect|Light|4||0|2000|When this card is destroyed by battle, you can add 1 LIGHT monster from your Deck to your hand with the same Level as this card or lower, then, shuffle your Deck.|Nothing that mentions Types/Attributes for the first 100 cards or so. Thanks a lot for using the YVD format ^^ Ok' date=' how's this:Reverse RebirthNormal SpellBoth player's select a monster in their opponent's Graveyard and Special Summon it to their side of the field.[/quote'] That looks pretty fun, I think we'll try it out. Name : seattleiteCan you make cards/reword OCG/balance cards well in your opinion?: Yes. I was also a co-leader at the old CCG.Do you have YVD: Yes Accepted Okay' date=' first i have to say, on the revival discussion thread you said: "Since no-one who voted for the first option in the poll actually posted, I doubt they have a strong opinion and they're probably not even interested in joining, so I expect that we'll start off fresh." So I know I posted in the thread for the first option. You are using majority rule right? So shouldn't 3 votes with at least 1 person who posted win over 1 vote with 1 person who posted? [b']I'm using the "Best argument" rule, not majority. If we have 5 people saying that we should be practicing weapons experimenting in a school because it'd be funny, and 2 that say to do it in controlled conditions in a bunker with clear reasoning, which would you take? And since I am including myself, it was 2 posts against yours if we go by majority of people who seemed to put any effort in, and none of the people who posted in the club thread yet have complained about starting again.[/b] oh and sephiran, normal monsters are wanted just to allow the normal deck type to be used in the YCCG. More types of decks = more creativity. Yeup, that's the reason. But we're doing this to a lesser extent this time. Not every Type, Attribute, Sub-Type, ect, will be a perfectly viable Deck for competitive play, at least not in the early form of the YCCG. Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 8, 2010 Report Share Posted January 8, 2010 Ah that makes sense. Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 8, 2010 Report Share Posted January 8, 2010 Ah that makes sense. Link to comment Share on other sites More sharing options...
Snitch Posted January 8, 2010 Report Share Posted January 8, 2010 |Altar of the Emperor|10|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual Summon "Draylun, Emperor of Darkness". You must also Tribute monsters from the field or your hand whose total Levels equal 7.||Draylun, Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. While this card remains face-up on the field, all monsters your opponent controls are treated as LIGHT monsters. If this card is destroyed by a LIGHT monster, you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Link to comment Share on other sites More sharing options...
Snitch Posted January 8, 2010 Report Share Posted January 8, 2010 |Altar of the Emperor|10|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual Summon "Draylun, Emperor of Darkness". You must also Tribute monsters from the field or your hand whose total Levels equal 7.||Draylun, Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. While this card remains face-up on the field, all monsters your opponent controls are treated as LIGHT monsters. If this card is destroyed by a LIGHT monster, you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Link to comment Share on other sites More sharing options...
Snitch Posted January 8, 2010 Report Share Posted January 8, 2010 |Altar of the Emperor|10|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual Summon "Draylun, Emperor of Darkness". You must also Tribute monsters from the field or your hand whose total Levels equal 7.||Draylun, Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. While this card remains face-up on the field, all monsters your opponent controls are treated as LIGHT monsters. If this card is destroyed by a LIGHT monster, you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 |Draylun, Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. When this card is destroyed as a result of battle or by the effect of an opponent's monster, you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 |Draylun, Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. When this card is destroyed as a result of battle or by the effect of an opponent's monster, you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 |Draylun, Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. When this card is destroyed as a result of battle or by the effect of an opponent's monster, you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Link to comment Share on other sites More sharing options...
Snitch Posted January 8, 2010 Report Share Posted January 8, 2010 |Draylun' date=' Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. [b']When this card is destroyed as a result of battle or by the effect of an opponent's monster[/b], you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Fix is fine. I'm still sort of biting my tongue over the rules you've selected. Link to comment Share on other sites More sharing options...
Snitch Posted January 8, 2010 Report Share Posted January 8, 2010 |Draylun' date=' Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. [b']When this card is destroyed as a result of battle or by the effect of an opponent's monster[/b], you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Fix is fine. I'm still sort of biting my tongue over the rules you've selected. Link to comment Share on other sites More sharing options...
Snitch Posted January 8, 2010 Report Share Posted January 8, 2010 |Draylun' date=' Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. [b']When this card is destroyed as a result of battle or by the effect of an opponent's monster[/b], you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Fix is fine. I'm still sort of biting my tongue over the rules you've selected. Link to comment Share on other sites More sharing options...
JG. Posted January 8, 2010 Report Share Posted January 8, 2010 |Priest of Devouring Souls|1|YCCG|Spellcaster|Dark|6||2200|1350|Once he was the vicar of a nice little village church, until the day he died. The evil powers of corruption devoured him, and this is what's left.| |Sun Flare Flayer|2|YCCG|Pyro|Fire|7||2500|1800|This mythical being has existed for eons as a myth, but only recently has its existence been proven. Be careful not to anger it, or you or your house may go up in flames!| |Doomblaze Emperor|3|YCCG|Fiend|Dark|8||2800|2400|No one is quite sure whether this creature masters fire or darkness, or if it is dragon or fiend. One thing is certain though. It is a formidable opponent, no matter how skilled you are.| There are the vanillas you asked for. I'm not that good at flavour texts, although they should be ok ;D And Griffin, I agree, that fix is good. OCG is fine too. Link to comment Share on other sites More sharing options...
JG. Posted January 8, 2010 Report Share Posted January 8, 2010 |Priest of Devouring Souls|1|YCCG|Spellcaster|Dark|6||2200|1350|Once he was the vicar of a nice little village church, until the day he died. The evil powers of corruption devoured him, and this is what's left.| |Sun Flare Flayer|2|YCCG|Pyro|Fire|7||2500|1800|This mythical being has existed for eons as a myth, but only recently has its existence been proven. Be careful not to anger it, or you or your house may go up in flames!| |Doomblaze Emperor|3|YCCG|Fiend|Dark|8||2800|2400|No one is quite sure whether this creature masters fire or darkness, or if it is dragon or fiend. One thing is certain though. It is a formidable opponent, no matter how skilled you are.| There are the vanillas you asked for. I'm not that good at flavour texts, although they should be ok ;D And Griffin, I agree, that fix is good. OCG is fine too. Link to comment Share on other sites More sharing options...
JG. Posted January 8, 2010 Report Share Posted January 8, 2010 |Priest of Devouring Souls|1|YCCG|Spellcaster|Dark|6||2200|1350|Once he was the vicar of a nice little village church, until the day he died. The evil powers of corruption devoured him, and this is what's left.| |Sun Flare Flayer|2|YCCG|Pyro|Fire|7||2500|1800|This mythical being has existed for eons as a myth, but only recently has its existence been proven. Be careful not to anger it, or you or your house may go up in flames!| |Doomblaze Emperor|3|YCCG|Fiend|Dark|8||2800|2400|No one is quite sure whether this creature masters fire or darkness, or if it is dragon or fiend. One thing is certain though. It is a formidable opponent, no matter how skilled you are.| There are the vanillas you asked for. I'm not that good at flavour texts, although they should be ok ;D And Griffin, I agree, that fix is good. OCG is fine too. Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 |Draylun' date=' Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. [b']When this card is destroyed as a result of battle or by the effect of an opponent's monster[/b], you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Fix is fine. I'm still sort of biting my tongue over the rules you've selected. I've thought about them for quite a while. The archtype/type/attribute rule is just for the first group of cards, so that we can have some slightly more splashable cards in here. EDIT: And ~JG~, accepted, although I'm going to add 100 ATK to the first two. Flavour texts are just fine. Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 |Draylun' date=' Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. [b']When this card is destroyed as a result of battle or by the effect of an opponent's monster[/b], you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Fix is fine. I'm still sort of biting my tongue over the rules you've selected. I've thought about them for quite a while. The archtype/type/attribute rule is just for the first group of cards, so that we can have some slightly more splashable cards in here. EDIT: And ~JG~, accepted, although I'm going to add 100 ATK to the first two. Flavour texts are just fine. Link to comment Share on other sites More sharing options...
-Griffin Posted January 8, 2010 Author Report Share Posted January 8, 2010 |Draylun' date=' Emperor of Darkness|11|YCCG|Fiend/Ritual/Effect|DARK|7||2600|1000|If this card is Ritual Summoned succesfully, you can remove from play up to 5 Trap Cards in your Graveyard. Increase this card's ATK by 100 for each card removed. [b']When this card is destroyed as a result of battle or by the effect of an opponent's monster[/b], you can remove this card from play to decrease your opponent's Life Points by an amount equal to the number of Trap Cards in your Graveyard x200.| Not sure on the OCG, but is that an acceptable fix? The LIGHT thing doesn't do anything an I'm avoiding attributes for this set. Fix is fine. I'm still sort of biting my tongue over the rules you've selected. I've thought about them for quite a while. The archtype/type/attribute rule is just for the first group of cards, so that we can have some slightly more splashable cards in here. EDIT: And ~JG~, accepted, although I'm going to add 100 ATK to the first two. Flavour texts are just fine. Link to comment Share on other sites More sharing options...
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