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People, WHY U NO LIKE CARD SETS


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We need some way to get the Finished Set forum alive again, now peeople just post their sets in realistic cards o.0.... that forum has a lot of great cards and ideas but no one visits it. Make it more alive or maybe fuse it with the realistic card forum. That way people's ideas will be seen more.

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Let me describe every single card set you will ever see on YCM:


Monster:
[Some crappy effect that's inferior and specific. Like a Level 3 monster that SS-es Level 4 of The Archetype from your hand when Maurading Captain already exists]
[Some stupid Vanilla]
[An overpowered boss monster with a ridiculous effect, except his summoning condition is so ridiculous it's not worth investing time trying to summon it.]
[Some specific card that is regular and bland with in the archetype but actually super duper overpowered when you realize what it can do with other cards that already exist]

Spells:
[Equips that are specific only to the archetype and provide less attack then the generic Axe of Despair]
[Some other specific card that is similar to other, generic cards. Like a card that says you can activate this when Archetype Monster is on the field and lets you normal summon another Archetype Monster, when Double Summon already exists and is superior]
[The card that you need to summon the aforementioned boss monster]

Traps:
[All archetype specific traps are terrible, even the ones Konami made so don't feel too bad]


And that's basically it. Archetypes are supposed to have a creative/fun gimmick that supports each other. The cards in Card Sets are just cards that are only loosely similar.

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[quote name='Strikeman' timestamp='1343225873' post='5988572']
Allow me to pitch in. In short, sets take a lot of time to review and comment on. In an era of impatient cardmakers, they want immediate praise for their work, which is why most do singles.
[/quote]
Huh, i happen to love making cards that work together and have a theme. I actually don't like making singles -___-

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[quote name='Hatcher' timestamp='1343225500' post='5988560']
Let me describe every single card set you will ever see on YCM:


Monster:
[Some crappy effect that's inferior and specific. Like a Level 3 monster that SS-es Level 4 of The Archetype from your hand when Maurading Captain already exists]
[Some stupid Vanilla]
[An overpowered boss monster with a ridiculous effect, except his summoning condition is so ridiculous it's not worth investing time trying to summon it.]
[Some specific card that is regular and bland with in the archetype but actually super duper overpowered when you realize what it can do with other cards that already exist]

Spells:
[Equips that are specific only to the archetype and provide less attack then the generic Axe of Despair]
[Some other specific card that is similar to other, generic cards. Like a card that says you can activate this when Archetype Monster is on the field and lets you normal summon another Archetype Monster, when Double Summon already exists and is superior]
[The card that you need to summon the aforementioned boss monster]

Traps:
[All archetype specific traps are terrible, even the ones Konami made so don't feel too bad]


And that's basically it. Archetypes are supposed to have a creative/fun gimmick that supports each other. The cards in Card Sets are just cards that are only loosely similar.
[/quote]
Yeah, that about sums it up. For that reason, I haven't posted in Finished Sets since my previous alter-ego finished the Supernova Remnants several months ago. Now I number myself among the impatient card makers, though.

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[Spoiler=Hatcher's Quote][quote name='Hatcher' timestamp='1343225500' post='5988560']
Let me describe every single card set you will ever see on YCM:


Monster:
[Some crappy effect that's inferior and specific. Like a Level 3 monster that SS-es Level 4 of The Archetype from your hand when Maurading Captain already exists]
[Some stupid Vanilla]
[An overpowered boss monster with a ridiculous effect, except his summoning condition is so ridiculous it's not worth investing time trying to summon it.]
[Some specific card that is regular and bland with in the archetype but actually super duper overpowered when you realize what it can do with other cards that already exist]

Spells:
[Equips that are specific only to the archetype and provide less attack then the generic Axe of Despair]
[Some other specific card that is similar to other, generic cards. Like a card that says you can activate this when Archetype Monster is on the field and lets you normal summon another Archetype Monster, when Double Summon already exists and is superior]
[The card that you need to summon the aforementioned boss monster]

Traps:
[All archetype specific traps are terrible, even the ones Konami made so don't feel too bad]


And that's basically it. Archetypes are supposed to have a creative/fun gimmick that supports each other. The cards in Card Sets are just cards that are only loosely similar.
[/quote][/spoiler]

Meh, that was an GREAT slap on the faces (I say it 'cause I received my one :s )
But, THAT is the point, retrieve the ironic words in Hatcher's Quote and you will have what is the ESSENCE of the Archetype's: They provide a "closed game" that can be extremely powerful when its cards are played together. That's the strategy/fun/whatever of an Archetype.
And ALL the TCG are walking to "closed Decks". I mean, EVERY single Deck, to be an solid opponent, has to focus on one or two niches. So I totaly aprove Archepes :D

And Strikeman's Idea is awesomely great haha.

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