John A. Zoidberg Posted July 20, 2010 Report Share Posted July 20, 2010 Here's the contest http://forum.yugiohcardmaker.net/thread-217866-post-4479476.html#pid4479476Light Team dicuss here. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 20, 2010 Report Share Posted July 20, 2010 How about we focus on 2 type's perhaps machines and thunder, those's to can have some very good synergy together Link to comment Share on other sites More sharing options...
John A. Zoidberg Posted July 20, 2010 Author Report Share Posted July 20, 2010 I told Zextra, an archtype might be good for either team, if everyone on wichever team wants to. Note, being the contest creator, I will be posting on either teams discussion page about progress, behavior, etc. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 20, 2010 Report Share Posted July 20, 2010 I told Zextra' date=' an archtype might be good for either team, if everyone on wichever team wants to. [b']Note, being the contest creator, I will be posting on either teams discussion page about progress, behavior, etc.[/b]of course, you are the contest creator after all Link to comment Share on other sites More sharing options...
John A. Zoidberg Posted July 20, 2010 Author Report Share Posted July 20, 2010 Yup Link to comment Share on other sites More sharing options...
.:Sasuke Uchiha:. Posted July 20, 2010 Report Share Posted July 20, 2010 i think we shud have 3 or 4 effects to make the card better Link to comment Share on other sites More sharing options...
Smesh Posted July 20, 2010 Report Share Posted July 20, 2010 i agree with Azkrin. Machines preferably, their easy to find. and how bout a whole common name such as "Lightvinacus - (name here)" Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 20, 2010 Report Share Posted July 20, 2010 Okay i suggested machine and thunder right...well what if we did a type that has almost never been given a boost, of course we should do an arch-type thats a given. But type(s) need to be given some good thought. So what we i know on what type are used mostWarriors/Dragons/Spellcasters/Machines/fiends-have the most going for them, if we are going to use any of these it should just be oneFairys/Zombies/Beasts/Winged-Beasts/plants-there used but not as greatlyPyros/Aquas/Thunder-even less sothe rest-no need to say itnow thats just IMPO of use i could be completely wrong Next once thats done we need the base effect of which an arch-type contains. Take L.S.'s there base is milling (and there light go figure^^;) Once we have that, there are the support I.E. spells & traps so what i was thinking is we split up the parts once we have the main idea in play, a few people do the spells, a few do the traps, and the rest do the monsters so lets get thinking people ^^ Link to comment Share on other sites More sharing options...
Zextra Posted July 20, 2010 Report Share Posted July 20, 2010 ok, so I was thinking of creating an Archtype.That way, it would not necessarily be limited to 1 type.Check out Jazin Kay's profile! Link to comment Share on other sites More sharing options...
John A. Zoidberg Posted July 20, 2010 Author Report Share Posted July 20, 2010 Very good, guys. I really like the discussion going on here, and how there's no argument. Although, I wouldn't make too many decisions before your team is full. Link to comment Share on other sites More sharing options...
.:Blu:. Posted July 20, 2010 Report Share Posted July 20, 2010 First if we're doing an Archetype, we need to find a unique way to activate effects, got any ideas? Link to comment Share on other sites More sharing options...
John A. Zoidberg Posted July 20, 2010 Author Report Share Posted July 20, 2010 i think we shud have 3 or 4 effects to make the card better It's not a single card, that's why you have teams. You're making an entire deck as a 10 person team. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 20, 2010 Report Share Posted July 20, 2010 First if we're doing an Archetype' date=' we need to find a unique way to activate effects, got any ideas?[/quote']well i have an unused arch-type that could be used, base's around the number of cards in your hand. Where if you have no cards you can add this monster to your hand, and it goes on like that with the others but i feel thats a bit oped (if not alot). though if you guys wan't to use it its fine ^^ Link to comment Share on other sites More sharing options...
.:Blu:. Posted July 20, 2010 Report Share Posted July 20, 2010 I see that kinda thing often, how about activating effects by lowering ATK/DEF points, and maybe an Archetype name of Luminia Link to comment Share on other sites More sharing options...
Zextra Posted July 20, 2010 Report Share Posted July 20, 2010 lowering ATK and DEF to trigger effects may be an idea.Luminia sounds good, but so does Smesh's idea.Anyways, I think it could be a mixture of Types, like lightsworns (Beast, Warrior, SPellcaster, etc.) Link to comment Share on other sites More sharing options...
John A. Zoidberg Posted July 20, 2010 Author Report Share Posted July 20, 2010 Again, really great job, you guys. Darks falling way behind. If anyone from Dark is trying to spy and reading this, pick it up! Link to comment Share on other sites More sharing options...
.:Blu:. Posted July 20, 2010 Report Share Posted July 20, 2010 Lowering ATK/DEF to activate effects is something I rarely seen so building an archetype around would be good because it's something original, this idea is actually for my Twilight archetype which is dark, but since I've never actually made a lot of cards then this idea would be ideal Lumina means Light in Romania, and I just added ia to make Luminia so it sounds different yet still retains the original meaning of light Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 20, 2010 Report Share Posted July 20, 2010 I see that kinda thing often' date=' how about activating effects by lowering ATK/DEF points, and maybe an Archetype name of Luminia[/quote']hmm, its tough. It's going to be hard for me to get in top gear here cause i'm working on 2 arch-types already but I do have an idea for spell's heres a look at it[spoiler=Gear Acceleration][spoiler=Lore]This card can be played from the Deck. If this card is played from the Deck, shuffle the Deck. If this card is played from your hand it is Set. This card can only be activated when "Limiter Removal" is sent from the field to the Graveyard. After this cards activation, it is treated as a Equip Card and is equipped to a Level 4 or lower Machine-Type monster you control. A monster equipped with this card cannot be destroyed by card effects and has its ATK and DEF doubled.[spoiler=Image Credit]deviantart.com, nonparticipant its what i call a speed-play quick-play Link to comment Share on other sites More sharing options...
.:Blu:. Posted July 20, 2010 Report Share Posted July 20, 2010 I can do most of the monsters and that spell doesn't seem to be revolving around an Archetype Link to comment Share on other sites More sharing options...
Zextra Posted July 20, 2010 Report Share Posted July 20, 2010 Possibly, something like this: [spoiler=Stuff] Lore:This card's Type is also treated as Warrior and Spellcaster. Once per turn, you can halve the ATK of this card to add 1 "Luminia" monster from your Deck to your Hand. When this card is destroyed by battle, you can discard 1 "Luminia" monster to Special Summon this card in face-up Defense Position. It's just an idea of the lowering ATK/DEF to trigger an effect. I know this may be OP'ed depending on how strong the rest of them are. :D Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted July 20, 2010 Report Share Posted July 20, 2010 I can do most of the monsters and that spell doesn't seem to be revolving around an Archetypethats just a show card it can be changed to fit around this arch-typePossibly' date=' something like this: [spoiler=Stuff'] Lore:This card's Type is also treated as Warrior and Spellcaster. Once per turn, you can halve the ATK of this card to add 1 "Luminia" monster from your Deck to your Hand. When this card is destroyed by battle, you can discard 1 "Luminia" monster to Special Summon this card in face-up Defense Position. It's just an idea of the lowering ATK/DEF to trigger an effect. I know this may be OP'ed depending on how strong the rest of them are. :Dwell you could add a level limit to itthough the mutly-types seem a bit much Link to comment Share on other sites More sharing options...
.:Sasuke Uchiha:. Posted July 20, 2010 Report Share Posted July 20, 2010 That's really goodwe shud do sumthin like it Link to comment Share on other sites More sharing options...
John A. Zoidberg Posted July 20, 2010 Author Report Share Posted July 20, 2010 Remember, there are still 4 open spots left on your team. Don't decide everything without waiting for everyone else. Link to comment Share on other sites More sharing options...
Zextra Posted July 20, 2010 Report Share Posted July 20, 2010 True. Just brainstorming ideas! [spoiler=Another Luminia Example:] Lore:This card cannot be Normal Summoned or Set. This can only be Special Summoned by Tributing 1 LIGHT monster. When this card is Special Summoned successfully, you can halve its ATK to place 1 Celestial Rage Counter on this card (max.1). You can remove 1 Celestial Rage Counter from this card to destroy an attacking monster and inflict damage to your opponent equal to the destroyed monster's ATK. These are rather simple, but we'll get more complex when we get all the members here. Link to comment Share on other sites More sharing options...
.:Blu:. Posted July 20, 2010 Report Share Posted July 20, 2010 Here are some cards of my original lowering ATK archetype, just for you to get the basis of what I mean: [spoiler=Twilight Shaman] This card cannot be removed from play while it is face-up on the field. When a "Twilight" monster you control loses its ATK other than "Twilight Shaman", you can add the amount loss to this card's ATK. Once per turn, you can decrease this card's ATK to 0 to select two face-downs in your opponent's Spell & Trap Card Zone to be revealed and activate one of the following effects: •If both cards are Spell Cards, select one monster on either your or your opponent's field and inflict damage to your opponent's LP equal to the ATK of the selected monster. •If both cards are Trap Cards, select one monster on either your or your opponent's field and increase the ATK of this card by the selected monster's ATK. •If one card is a Spell Card and one card is a Trap Card, the ATK and DEF of all of the monsters you control become 0 until the end of your opponent's next turn. [spoiler=Twilight Eyes] When a "Twilight" monster you control loses its ATK other than "Twilight Eyes", you can add the amount loss to this card's ATK. Once per turn, you can decrease this card's ATK by 300 to randomly reveal one card in your opponent's hand. [spoiler=Twilight Dark Destroyer] 1 "Twilight" Tuner + 1 or more non-Tuner monstersThis card cannot be removed from play while it is face-up on the field. When a "Twilight" monster you control loses its ATK other than this card, you can Special Summon one "Twilight" monster from your hand whose ATK is equal to or lower than the ATK loss from the "Twilight" monster. Once per turn, when this card battles with a monster whose ATK is higher than this card, reduce this card's ATK to 0 to destroy the monster that battles with this card. Inflict damage to your opponent's LP equal to the ATK of the monster that was destroyed by this card's effect. [spoiler=Twilight Dino] This card cannot be removed from play while it's face-up on the field. During each of your Standby Phase, increase this card's ATK by 1000. You can decrease this card's ATK by any multiple of 1000 to have one "Twilight" monster you control gain the amount of ATK decreased from this card. [spoiler=Twilight End Dragon] 1 "Twilight" Tuner + 1 or more DARK non-Tuner monstersThis card cannot be Special Summoned from your Graveyard. This card cannot be destroyed or removed from play by Spells, Traps, or Effect Monsters' effects while it's face-up on the field. When this card attacks a monster on your opponent's field, you can choose to not destroy the monster that battles with this card and put a Twilight Counter on it (max. 1). When a "Twilight" monster battles a monster with a Twilight Counter, that monster loses all of its ATK and DEF during damage calculation only. (It is not destroyed after damage calculation) If a monster with a Twilight Counter battles this card, this card loses all of its ATK and DEF. Link to comment Share on other sites More sharing options...
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