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Leo's Yu-Gi-Oh! CCG


.Leo

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Spell Stun sounds like a fun idea. I could make both?

 

 

Trap Stun (CCG version) is ok, but I don't think Spell stun should be it's equal though, because then you just have another one for one for spells too. If we are going to make it may I suggest this:

 

"Activate only at the start of your Main phase 1. All Spell Cards are negated until your opponent's next end phase"

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Trap Stun (CCG version) is ok, but I don't think Spell stun should be it's equal though, because then you just have another one for one for spells too. If we are going to make it may I suggest this:

 

"Activate only at the start of your Main phase 1. All Spell Cards are negated until your opponent's next end phase"

*Werelord smacks his face and lets out a sigh. Then points to his earlier post.*

 

My thought is that there are very few traps in CCG and those are useually type-archtype-attribute specific. you should make a card that does that for spell cards [last time I checked on my counting there are almost as many spells as monsters. ]

So why not make one for traps & spells as seperate cards or the same card. and most important if you make both [just a thought but] make the trap one a Quick play spell and the spell one a trap card.[both can't be activated in the same turn then without negating the other.]

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*Werelord smacks his face and lets out a sigh. Then points to his earlier post.*

 

What? I am still following what you said.

 

My thought is that there are very few traps in CCG and those are useually type-archtype-attribute specific. you should make a card that does that for spell cards [last time I checked on my counting there are almost as many spells as monsters. ]

So why not make one for traps & spells as seperate cards or the same card. and most important if you make both [just a thought but] make the trap one a Quick play spell and the spell one a trap card.[both can't be activated in the same turn then without negating the other.]

 

No one said anything about that. I am talking about the actual effect of the card.

 

Btw, they changed the look on the Wikia. It's kinda stupid :/ . Maybe I can find a way to change it back.

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Making the planned Spell or Trap Stun anything but a normal Trap will kill it. Making it's effect carry over into your turn will kill it. You've got to remember, if in your opinion Trap Stun is overpowered (which it seems to be) it's still Unlimited in the game AND most people run it @1 or 2. I think that Konami know quite a lot about making cards after 14 years of doing it and that we should trust them.

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All right I'm DONE WITH the trap stun thing[still it isn't cheating]

 

Any ways not the point

 

Ok here a pick of White Fatalis and the White Fatalis Armor tell me what you think of them & their cards.

Any one who plays Monster Hunter I'm sorry but the names aren't Copy Righted [because they can't Cp words.] any ways but in my mind it wouldn't seam right to have them based off of them and they not carry their own names.>_>

anyways

 

[spoiler=Fatalis with it's armor and their effects]

141665i.jpg

Effect-This card cannot be Normal Summoned or set this card cannot be Special Summoned except by the effect of "Initating the Hunt". This monster cannot be destroyed by battle or by a card effect except by "Hunter of Dragons". This card is uneffected by the effects of all Spell Cards and Trap Cards on the field. Once per turn you can select one card in your deck and add it to your hand.

 

141665w.jpg

Effect-When ever you add this card to your hand except by the effect of "Compleating the Hunt" send this card back to your deck and add one "Fatalis" from your deck or Graveyard to your hand. This card can only be equiped to a face-up "Hunter of Dragons" you control. the equiped monster gains the following effects. This monster cannot be destroyed by a card effect. This card is uneffected by the effects of all Spell Cards and Trap Cards on your opponets field.

 

 

 

 

Love it Hate it Fear it

 

More soon

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Making the planned Spell or Trap Stun anything but a normal Trap will kill it. Making it's effect carry over into your turn will kill it. You've got to remember, if in your opinion Trap Stun is overpowered (which it seems to be) it's still Unlimited in the game AND most people run it @1 or 2. I think that Konami know quite a lot about making cards after 14 years of doing it and that we should trust them.

 

Idk whether you are talking to me or Werelord so Disreguard the following message if you are talking to him instead:

 

The standard for power in the CCG and TCG are different. Yes, they might have expertise probably more than we do but we got something they dont : a fresh new start at yugioh. It is very possible they are making cards like this to try and balance out the meta game. Also I disagree that making it carry to your turn will kill it. It will limit it to less decks (which is good) if you have few spell cards in your deck it can be very playable in that deck. If it is like this I see it as a way to improvise deck types and make new ones (trap deck?) Maybe also giving cards like Ancient Arthropod play.

 

 

BTW I am not saying it has to be like this. Just giving my reasons why I would support this version.

 

@ WereLord - 1 question on your cards. How is the hunter going to be able to destroy fatalis (with 3500 ATK :blink: )

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@ WereLord - 1 question on your cards. How is the hunter going to be able to destroy fatalis (with 3500 ATK :blink: )

Wepon Class cards? a hunter can't go on a hunt without the right equipment. ;)

Also in Fatalis's effect it says, This monster cannot be destroyed by battle or by a card effect except by "Hunter of Dragons".

In other words he's not ment to face Fatalis right off the bat. and only one hunt would be rather dull. <_<

 

@ Packman

I'm ignorant what do I win?

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Gotcha WereLord.

 

Well, update time... I have like ONLY 3 MORE CARDS TO CODE!!! :D After i get that done (which will probably only take one day) I will do the following in order:

 

 

* Finishing Touches on Deck Editor

* Run some independent tests on my own

* Run Beta Tests with LeoMence and 0-Chill (and anyone else that wants to..)

* Make a website for online updating

 

*.... release LCCG Duel Arena version 1.0.0 !!!

 

 

Btw, there are 2 Starter decks that I made. I am sorry for those that made starter decks and submitted them, I found some of them too powerful and/or containing many rare, super rare and ultra rare cards. The starter decks should be mediocre at best. So the 2 starter decks are 1 FIRE deck and 1 WATER deck, with some filler-ish cards by me. They aren't playworthy or anything, just designed to be replaced by better cards.

 

|Inverse Rain|598|VBEX|Spell Card|Spell|||||Gain 200 Life Points for each WATER and WIND monster you control.|

 

|Compromise|599|VBEX|Trap Card|Trap|||||Activate only when your opponent declares an attack on a monster you control. Switch the attacked monster to Defense position. It's ATK and DEF are reduced to 0. It cannot be attacked this turn.|

 

|Fire Flaying|600|VBEX|Spell Card|Spell|||||All FIRE monsters you control gain 400 ATK. During the End Phase of this turn, switch all FIRE monsters you control to Defense Position, and reduce their DEF by 400.|

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Gotcha WereLord.

 

Well, update time... I have like ONLY 3 MORE CARDS TO CODE!!! :D After i get that done (which will probably only take one day) I will do the following in order:

 

 

* Finishing Touches on Deck Editor

* Run some independent tests on my own

* Run Beta Tests with LeoMence and 0-Chill (and anyone else that wants to..)

* Make a website for online updating

 

*.... release LCCG Duel Arena version 1.0.0 !!!

 

 

Btw, there are 2 Starter decks that I made. I am sorry for those that made starter decks and submitted them, I found some of them too powerful and/or containing many rare, super rare and ultra rare cards. The starter decks should be mediocre at best. So the 2 starter decks are 1 FIRE deck and 1 WATER deck, with some filler-ish cards by me. They aren't playworthy or anything, just designed to be replaced by better cards.

 

|Inverse Rain|598|VBEX|Spell Card|Spell|||||Gain 200 Life Points for each WATER and WIND monster you control.|

Raven heal deck FTW. good card is good

|Compromise|599|VBEX|Trap Card|Trap|||||Activate only when your opponent declares an attack on a monster you control. Switch the attacked monster to Defense position. It's ATK and DEF are reduced to 0. It cannot be attacked this turn.|

I can see potential uses

|Fire Flaying|600|VBEX|Spell Card|Spell|||||All FIRE monsters you control gain 400 ATK. During the End Phase of this turn, switch all FIRE monsters you control to Defense Position, and reduce their DEF by 400.|

I wish it worked with Compromise

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The standard for power in the CCG and TCG are different. True, yes, but not so much that the CCG can't have reasonably balanced cards like Trap Stun in it. Yes, they might have expertise probably more than we do but we got something they don't : a fresh new start at yugioh. It is very possible they are making cards like this to try and balance out the meta game. Trap Stun is a common in Raging Battle - it wasn't picked up on for quite a while after it's release. It's pretty mediocre by the standards of cards that are Unlimited like Seven Tools and Solemn Warning. It would a be a staple in the CCG but it would be balanced, unlike Last Gasp Blast. Also I disagree that making it carry to your turn will kill it. It will limit it to less decks (which is good) if you have few spell cards in your deck it can be very playable in that deck. Give me a Tier 1 deck (not Escroc FTK) that runs very little Spells. Try it. If it is like this I see it as a way to improvise deck types and make new ones (trap deck?) Maybe also giving cards like Ancient Arthropod play. That is something I agree on.

 

In all fairness, if Konami think Trap Stun is completely balanced and fine @3 then it's CCG balanced. It's fine.

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