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Cardmakers' Cabal [CCGs/Cardmaking/Card Design]


Aix

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Therrion, while I don't remember posting that, I know that I was hoping to try and think up a few example cards for an archetype that I hoped could be a basis for the expansion and development of said archetype. I don't know about the intention of the Infernals, but that was almost certainly sleepy me's intention. If the name really doesn't suit you, I guess that I don't have any real aspect of those ideas to keep. Aix, final opinion, do you wanna put the final nail in the coffin of my 'Frankenstone' idea (the name not the archetype, the archetype clearly needs revision at the least)?

 

EDIT: I don't think I like the name 'Gallium' for a Rock-type archetype, considering it is (1) a metal and (2) signifies a definite emphasis on defensive capabilities in such a light. This is a negative because I thought we were trying to stay away from typical type and Attribute based stereotypes. Just my opinion.

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We haven't completed Primordial, but we do know we are approaching it with High Level monsters being the core of the archetype.

There are only 4 Clans.

Why would peaceful Gods make an "Infernal" clan, since it relates to hell. Does not compute.

I don't mind Highlords, but a change doesn't matter.

 

We more so need to, again, get what we're doing for each Clan down.

We've established and no one seems to have disputed WIND Clan being a heavy searching deck, so far functioning off of card type revealed (hand is the given example, however we can expand to top/bottom deck, face-down back row, etc.) I proposed that WIND deal with Synchro, had no true response nor counter arguement, though.

 

EARTH is what I nominated for dealing with Xyz, since EARTH was the Fusion Tribe with Gem-Knights, so we shouldn't recur that. Other then that, play style hasn't truely been discussed, nor is the Xyz idea even 100% accepted yet, since again, no one agreed or disagreed.

 

FIRE was put under the Ritual Umbrella, to not let WATER do it again (Gishki), and was agreed to by a couple people (Aix, me, and perhaps others). We've established a Ritual Counters system will be integrated for the use of effects.

 

WATER gets what is left, Fusions, and otherwise is entirely unknown. Again, this is open to debate, since it wasn't an agreed upon idea moreso then a non-contended idea.

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So, I guess the next deal of business is to agree or disagree with any of the above.

Don't want Highlord? Propose name change, this will be moreso a majority rule then anything. Don't like their style for some reason? Propose design change, and of course provide reasoning.

Don't want WIND to be Synchro? Provide reasoning as to why.

Don't want EARTH as Xyz? Provide reasoning as to why.

Don't want FIRE as Ritual? Propose reasoning as to why. Don't like the idea behind Ritual Counters (despite us not completely establishing their uses yet...)? Voice your opinion.

Don't want WATER as Fusion? Propose reasoning as to why.

 

As for Cabal Contests, that sounds awesome. Easy way to also have team contests also.

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I wouldn't limit yourself in that way. Just don't feel as much of the need as making super good cards/unfair advantage. We'll balance cards as they are made.

 

Pretty much, effects now considered "weak" / "not use worthy", eg. ATK boosts, shouldn't be completely dismissed/overshadowed. Also, we shouldn't mass use the Graveyard as resource, as that made Yugioh grave-centric beyond comprehension to the point where Fissure/Cosmos were limited to appeal to the mass.

 

Now that that is over, we should transfer over to discussing clans. Lets discuss WIND, since that is the one we have most for so far.

Highlord

WIND, Synchro

-Focuses on using chance at Card Types to trigger search effects/combos. The cards being located in opponent's hand, top/bottom deck, or even back row. Probability should kept in mind.-

Is the above agreeable to all? Remember Synchro doesn't mean the Deck revolves around it, as no deck should revolve around Extra Deck too much, aside from the Fusion Clan.

 

_______

Responding to the above, we could make Gemini/Spirit an actual balanced mechanic. With 4 Clans and 4 distinct Monster Types, Xyz/Fusion/Ritual/Synchro seems perfect, though. We could perhaps insert a DARK archetype, and they could be Spirits...? Justifying it in the story would simply be they enter in Set 2, their existence and the absence of the Primordial spurs the Clans into fear/madness that makes them war as opposed to just the later. Thoughts?

Just refer to me as Therrion.

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I agree with the overarching themes for the clans big, bad bosses, as well as the outline for the WIND clan, although I think I'm on the fence about Highlord. This is not to say I have any particular qualms with it, but I would be open to other people's suggestions. I also love the idea of the Cabal contests.

 

Now, disregarding my earlier, terrible execution of a few examples for the EARTH clan, I have a few ideas:

-have them focus on SSing from the grave, gaining temporary boosts (thanks kanokarob)

-make them spell and trap 'eaters,' so to speak, as they could destroy some backrow cards (perhaps your own to gain some boost?)

-something else? input is welcome as I'm kind of tired and not in the best mindset for all of this right now

 

That said, I have an idea for the Tainted Gods of Set 3 that I love.

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I would prefer to limit Graveyard interaction, namely Special Summoning, to not start off to strong, ya know? I mean, as a cost box is fine for the most part.

Eating backrow sounds like massive pluses, also. We don't want to make degenerate back row, so we shouldn't need hate to the level of an archetype.

 

I think it'd be most productive if we go Clan by Clan, since previous attempts at all clan discussion was mainly brushed over and never addressed.

So that is 2 people good with the concept of Highlords. I'm also open for new names. Names can wait, however, it is moreso important to get the design of the archetype down.

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I feel like making a DARK clan of spirits in the second set would be awesome. Anyways, I agree with Therri on the clan concepts, apart from maybe FIRE being for Rituals, given that Rituals are an abhorrentjy flawed mechanic as-is. Seriously, what would "Ritual Counters" do to mitigate the heavy losses inflicted by the ritual spells?

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I feel like a group of DARK spirits is better suited for something past our already decided path of progression. We haven't even figured out what we already decided we were going to try to do. It's not that I don't think they are a good idea, Laughingman, it's just that I think they should be tabled until our current goals are on their way to completion.

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We'd still have to do something to make Ritual as viable as other things, but having them powerful and Synchro/Xyz at an actually balanced, fair level would be best for the game.

Extra Deck requiring some work to go into and not rewarding you with OP cards would be a start for making Ritual on par, or at the very least not overshadowed.

Ritual Counters wouldn't really mitigate, it was more so a concept the cards were gonna use. Not really Ritual Counters, either, probably __(Archetype Name)__ Counters.

 

Oh, and of course, DARK Spirit Archetype, assuming it was to be done, would be put on hold. Clans (Plot Centric)  > Plot Assistant. Also, it comes down to:

DARK Spirits vs. Tainted Gods

Since having 2 DARK Archetypes would be redundant.

 

As of now, though, we need to continue to make sure our WIND Clan has been thought up before moving onto more ideas. Next we'll discuss FIRE. DARK Archetype will be a minor point of discussion for now, so throw your opinion out there on both WIND and DARK (DARK being which archetype, as there should be 1 Archetype for each Attribute).

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@Therrion, What if the spirits are not bound by the attributes? Or make them as a group of cards that worked together, but can be used in other decks as well, promoting variation in deckbuilding.

Also, rituals might able to be fixed by:

1st: Making the ritual spell's tributing not to be the cost. Or just make it unchainable ala Super Poly.

2nd: Make it do something that gained advantage without creating retarded loops.

3rd: Making the monsters actually worth the effort to summon it.

4th: Don't make too many summon response/1-for-1 chainable destructions.

As for Fusions, please don't make it a contact fusion archetype. Honestly, it's too similar to Xyzs that way. Also, make the fusions actually have some variation in requirements(like Gem-Knights and recent HEROs for example), don't make it too specific(Name specific), or too generic(2 ''Whatever'' monsters for example) otherwise it'll make them either borderline unplayable or turn them into Synchro/Xyz copy but with spellcard(like that one topic in Banlist discussion). A mixture of those is fine though, best sensation in playing fusions is about the X+Y=Z but X+V=W stuffs with them, mixing stuffs up to see what worked.

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The Spirit archetype possessing some of the dead of each archetype in Set 2 would add to the story, so a multi-attribute Spirit Archetype would be justified if we really had the art for it.

 

We shouldn't make degenerate enough S/T to make the conversion of tributing from cost to effect needed. We could make the Ritual Spells only usable once per turn, but I believe we have good enough card makers as to not make a degenerate loop deck as well. Not making it direct re-add to hand, perhaps a Gold Sarc effect would suit it for recycle if we so choose to have it recycle to hand, would further this prevention of loops.

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