Jump to content

Yugioh Custom Card Database


Sleepy

Recommended Posts

  • Replies 204
  • Created
  • Last Reply

Btw. I'll say this in general.

I don't wanna sound too authoritarian when talking about minimal use in archetypes...

I'm willing to listen to different visions and points of view and will generally agree with the majority here =0

Just wanted to say this.

 

First time really leading any club.

Well I did watch over a dead-ish club like 4 years ago.... but that doesn't count..... *shrugs*

Link to comment
Share on other sites

You know, technically, we could have a generic draw engine-type card floating around.
Like, hear me out real fast....

Lets say, hypothetically, this sort of card existed:
Cruise Control
Spell
You can only activate this card at the start of either your Main Phase 1 or Main Phase 2: Draw 2 cards; You cannot Summon for the rest of the turn. If you activate this card during your Main Phase 2, the opponent also draws 1 card. You can only activate 1 "Cruise Control" per turn.

You use it before your Battle Phase: Gives you more options to make your plays off, K, now you can't Summon, but you can still Set. This now forces you to make slower plays OR play off what you already had, from keeping your existing monsters out through whatever means you devised.
You can use it in your Main Phase 2, where it won't be much of an impact, because now it's a +0.

Or something like that.
No, don't add this to the OP. It's pure theory-oh.

Link to comment
Share on other sites

You know, technically, we could have a generic draw engine-type card floating around.
Like, hear me out real fast....

Lets say, hypothetically, this sort of card existed:
Cruise Control
Spell
You can only activate this card at the start of either your Main Phase 1 or Main Phase 2: Draw 2 cards; You cannot Summon for the rest of the turn. If you activate this card during your Main Phase 2, the opponent also draws 1 card. You can only activate 1 "Cruise Control" per turn.

You use it before your Battle Phase: Gives you more options to make your plays off, K, now you can't Summon, but you can still Set. This now forces you to make slower plays OR play off what you already had, from keeping your existing monsters out through whatever means you devised.
You can use it in your Main Phase 2, where it won't be much of an impact, because now it's a +0.

Or something like that.
No, don't add this to the OP. It's pure theory-oh.

 

I see what you mean.

I've been so caught up with the idea of updating the OP in my head that if you hadn't said that I would have probably added it xD

 

Yeah staples can exist, and most likely must exist. Only not as no-brainers. Not a Pot of Greed-like card, but a Pot of Duality-like card, for example. Both are staples, but one forces slower play that turn and the other fits in all decks that exist.

So basically yes, I agree we could have something like that around.

 

 

Before I post this comment, I've been thinking of something along the lines of:

Seal of Greed
[Continuous Spell Card]

During your Standby Phase, place 1 Greed Build-up Counter on this card (Max 3). During your Main Phase, you can activate this effect: Remove all Greed Build-up Counters from this card, then send this card to the Graveyard and draw cards equal to the Greed Build-up Counters removed. During either player's turn: Your opponent can banish cards from their hand face-down, up to the number of Greed Build-up Counters on this card, and remove that many Greed Build-up Counters from this card.

 

Something that's like Shard of Greed, but with the flavor of letting you quit early or go a little further depending on your Greed. Which in turn, can have a natural drawback that weakens it without the need of an MST.

Link to comment
Share on other sites

....Why Banish Face-down? We have nothing Dragon Ruler and/or purely Banish-supportive in this idea of yours.

Maybe it's too much. I need to get away of the mentality that any place can be abused, we are barely less than 30 cards into the set, and I'm yet to comment on many of the OP ones.

 

Maybe banish face-up would be good enough. Besides, my opponent getting some sort of advantage maybe is a good thing, thinking about it.

It was just a rough draft. I'll make the card *yawns* tomorrow.

 

For now I'll call it a night and sleep.

Link to comment
Share on other sites

[spoiler=My thoughts on the cards, at the time of this post, so far]
Rose of Thorns: Leave it as-is; It's solid

Outcast Priestess: Why does it decrease by 500, when most equips, typically, would boost by some amount? Furthermore, you don't even really need to equip it with anything, since it's still a 2500 Level 4 that can be played off anything, regardless of it destroying itself. And don't even get me started on the first effect, and how it's very easily dodged. Although, I get what your going for, in the sense that it's something like Boar Soldier. 'Cept Boar Soldier/[similar monster] actually has effects that contradict them in a harder manner.

Prototype: This one is abusive, if only for the fact it has the same trigger as Dandylion. Not to mention, the monster you Summon being Level 4 can be a bit of an issue in and of itself, with regards to common Synchro/Xyz plays.

Mk-2: This one isn't really that much of an issue, per say, but it's more so that it's still Prototype that leads to some crazyness.

Bird Soldier: Meh, not bad. Basically a slightly slower version of Exiled Force, but build more around player interaction. This one is fine.

Cybernetic Gunner: Tribute Summoning a Gold Sarcoph, that also doubles as an obscure draw engine. This one is fine.

Skull Head Grappler: Who the hell would make this- owait, that's my card.

God of Thunder, Raiken: The ATK restriction is a little silly, since it's a -2 to play(We don't have anything that's very Frog like, outside of maybe Proto, shoosh). The Life Point payment is random, but if you insisted on it having something like that; Just change it to effect damage instead. Personally, I would remove it.

Protective Vines: Not sure what to make of this one; No, that's not a bad thing.

Hestia, the Swords Empress: By itself its 1800 with anti-Targeting and destroys and 1 Face-up monster; You won't really care if it looses ATK and goes to 1100 or not, since it's already done it's job and, basically, became a +1 out of nowhere. This one I'm iffy on.

Skull Head Hook-Hand: I need to give this one a different secondary effect.

Prototobyte: Pretty sure I mentioned this before, but it's ATK can get absurd high, given the right scenario; This needs to be fixed.

Mystical Rebirth: I think this one already had what was mentioned that was wrong with it, and what needed to be fixed.

Recycling Core: Abusive. Nothing more.

Mulligan's Vortex: This is basically Professor Oak from Base Set in PTCG, just sayin'. It's concept isn't bad, it just needs to be tweaked a little.
Dead Graveyard: It's missing the Field icon. Assuming, of course, it's a Field. That aside, it's gimmicky. So it's fine.[/spoiler]

Link to comment
Share on other sites

6lzI736.jpg

 

Lobbstar

Level 7/WATER/Aqua

Lobbstar was originally a member of the Krusty Klaw, but after being exiled, he is now a merciless killer and is wanted throughout the seven seas.

2650/2000

 

Then, if we ever get around to maybe a third set we can introduce some Krusty Klaw monsters/spell/traps etc.

 

87ZM0Fx.jpg

 

Mountain Guard

Level 1/LIGHT/Warrior/Tuner

Even though this guard isn't very strong, she has the potential to be the greatest warrior ever known.

300/200

Link to comment
Share on other sites

[spoiler=spoiler]

gzbmhpm.jpg

 

Bird Princess

Level 6/WIND/Winged Beast/Synchro/Effect

1 WIND Tuner monster + 1 or more WIND non-Tuner monsters
When this card is Synchro Summoned increase the ATK and DEF of all WIND monsters by 500, except this card.

2300/1800

 

AZdK3Kv.jpg

Bird Gardna

Level 4/WIND/Winged Beast/Effect

FLIP: Add 1 "Bird Princess" from your Deck to your hand.

0/1900

[/spoiler]

About those 2 cards in the spoiler. I did not add these ones because of a mistake. Your FLIP's only effect is to add a card to your hand that is a Synchro Monster and cannot go "from your deck to your hand.

 

The Sycnhro is fine, but I'll add it when you decide what to do with these since I don't know if you'll change Gardna's effect or Princess's name here.

 

Also, I'd like to ask you a favor. It's only by dumb luck that I bumped into your Trap monster and added it to the OP, but I don't exactly go around checking back on other people's posts that I already went through, so if you could check the mark that lets it shows if a post has been edited and when, or if you just downright just make a new post to add new cards, It'd help me a lot.

 

 

 

 

 

 

 

 

@Everyone:

I have added the new members to the OP and all the new cards I could add.

 

When the OP's spoiler reaches 30, I'll put you all on hold for a little bit (this means don't post new cards during that time)

Everyone's posting cards but only Armadilloz talks about what we are building up. We also need to fix what we currently have before we mindlessly keep adding things, or else we won't truly know what we have to work with since all cards would "be updated later".

So please please please, some discussion on the current cards.

 

Also we have to listen to one another.

So far one person says Normal Monsters should be neglected as a concept, and 2 other members post them anyways. I mean, come on!

Link to comment
Share on other sites

For now before that 30-card first goal I just established, I'll take a chance to upload my first contribution to the set.

[spoiler=This]

QuC2Eob.jpg

[/spoiler]

 

Now I'll do just the same thing Armz did, comment on each card at the OP.

Link to comment
Share on other sites

I guess I'm going to join and the first thing I'm going to do is nitpick at how the power level is already ridiculous for something that's meant to be a new game. Also I can do YVD coding if it hasn't been addressed already, so we can use YVD if you guys would like.

Outcast Priestess is a really dumb card. It's a Level 4 2500 that has no actual drawback to summoning it as you'll just set all of the Spell Cards in your hand prior to summoning it. And no, bringing up Spell and Trap Card removal is an absolutely horrible argument. Why would we need an abundance of Spell and Trap Card removal this early on in the game? So that means we don't have a lot of Spell and Trap Card removal, so it's not like you can even punish them for setting all of the Spells in their hand. Even then, you can just bluff it off by having a hand full of Traps and no Spells, setting them and then summoning Outcast to make your opponent believe you don't actually have backrow. Still, 2500 ATK on that? Not good to me. Sure it self destructs, but still.

Protototype isn't really that fair of a design because it's basically Reborn Tengu. Can't miss the timing, so if it's sent for anything it'll become multiple synchros as soon as other degenerate cards come out. I don't mind the idea of it being a floater at all and I like Protototype MKII, I just feel like it'd be better to maybe increase it's ATK stat slightly and make it so that it works off of being sent by your opponent instead.

I don't like the Skull Heads. Being an incredibly early stage in the game, you don't want to be developing archetypes. That's going to lead down the path of degeneracy at one point or another, as you're going to get incredibly powerful cards that only they can play and only them. You want to be making moreso generic cards that work together with other cards at this point in order to establish some kind of powerful level first, not starting off with archetypes straight off the bat. Which is a shame too, because Hook Hand is a really good solid boss monster for an early game start.

why did we even make imperial world dragon that card is going to either be the best card or the worst card =/

Mystical Rebirth needs to be a Normal Spell OR allowed to only affect your Graveyard. Also a once per turn clause on it or something wouldn't hurt anyone, especially since you can just revive 2 0 ATK monsters for free and use them for Tributes/Xyz/Synchros/etc

Recycling Core is going to be a gamebreaker. The concept of this at such early stages should really be ditched.

Impulsive Greed is a pretty alright card, but suffers from Reckless Greed syndrome. All of them stacked together would allow you to draw 6 and skip your next turn. I feel like it's a card that would have to be played in order to get a good grasp of how powerful it is.

Odd Plant feels weak as hell. Should have another effect on it, I'd say. Something like "Your opponent can choose this face-up card you control as an attack target." considering how your opponent's monsters would be creeped out by how weird it is. Shrug.

And now for one of my card submissions!

w5OsHCm.jpg

Monster removal that stops becoming monster removal after it's first use. Since we need better generic cards as a whole imo.

Link to comment
Share on other sites

I guess I'm going to join and the first thing I'm going to do is nitpick at how the power level is already ridiculous for something that's meant to be a new game. Also I can do YVD coding if it hasn't been addressed already, so we can use YVD if you guys would like.

Outcast Priestess is a really dumb card. It's a Level 4 2500 that has no actual drawback to summoning it as you'll just set all of the Spell Cards in your hand prior to summoning it. And no, bringing up Spell and Trap Card removal is an absolutely horrible argument. Why would we need an abundance of Spell and Trap Card removal this early on in the game? So that means we don't have a lot of Spell and Trap Card removal, so it's not like you can even punish them for setting all of the Spells in their hand. Even then, you can just bluff it off by having a hand full of Traps and no Spells, setting them and then summoning Outcast to make your opponent believe you don't actually have backrow. Still, 2500 ATK on that? Not good to me. Sure it self destructs, but still.

Protototype isn't really that fair of a design because it's basically Reborn Tengu. Can't miss the timing, so if it's sent for anything it'll become multiple synchros as soon as other degenerate cards come out. I don't mind the idea of it being a floater at all and I like Protototype MKII, I just feel like it'd be better to maybe increase it's ATK stat slightly and make it so that it works off of being sent by your opponent instead.

I don't like the Skull Heads. Being an incredibly early stage in the game, you don't want to be developing archetypes. That's going to lead down the path of degeneracy at one point or another, as you're going to get incredibly powerful cards that only they can play and only them. You want to be making moreso generic cards that work together with other cards at this point in order to establish some kind of powerful level first, not starting off with archetypes straight off the bat. Which is a shame too, because Hook Hand is a really good solid boss monster for an early game start.

why did we even make imperial world dragon that card is going to either be the best card or the worst card =/

Mystical Rebirth needs to be a Normal Spell OR allowed to only affect your Graveyard. Also a once per turn clause on it or something wouldn't hurt anyone, especially since you can just revive 2 0 ATK monsters for free and use them for Tributes/Xyz/Synchros/etc

Recycling Core is going to be a gamebreaker. The concept of this at such early stages should really be ditched.

Impulsive Greed is a pretty alright card, but suffers from Reckless Greed syndrome. All of them stacked together would allow you to draw 6 and skip your next turn. I feel like it's a card that would have to be played in order to get a good grasp of how powerful it is.

Odd Plant feels weak as hell. Should have another effect on it, I'd say. Something like "Your opponent can choose this face-up card you control as an attack target." considering how your opponent's monsters would be creeped out by how weird it is. Shrug.

And now for one of my card submissions!

w5OsHCm.jpg

Monster removal that stops becoming monster removal after it's first use. Since we need better generic cards as a whole imo.

So much yes at everything said in this post.

 

Welcome~

Link to comment
Share on other sites

Actually, Koko, I had already stated that I wasn't going to continue with the Skull Heads O,o
So for all intensive purposes, it's just a random duo and nothing more. Honest.


That's still technically an archetype. We need to make things more generic, so making Hook Hand so restricted in deck building really hurts imo.
Link to comment
Share on other sites

What if it was 1 Tuner + 1 DARK monster? That fine?

How odd that your suggestion is actually more broad than Koko's when initially it was the other way around.

Is there a particular reason you wanna do it with 2 Tuners besides the Skeleton combo?

Link to comment
Share on other sites

It's time for my personal imput on the list (because you know, I've been able to glimpse at a very limited amount of content in this thread, and have mostly just been uploading to the OP everything you people do, because busy outside, and busy updating stuff in the OP in general).

 

I'll quote your posts directly so you know I'm addressing your card, because it's easy to fall into "Oh I missed 3 pages while away. Let's not go back to check".

 

Ok, let's start with an iron fist.

 

It might take a few posts though so I apologize in advance for that.

 

 

6lzI736.jpg

 

Lobbstar

Level 7/WATER/Aqua

Lobbstar was originally a member of the Krusty Klaw, but after being exiled, he is now a merciless killer and is wanted throughout the seven seas.

2650/2000

 

Then, if we ever get around to maybe a third set we can introduce some Krusty Klaw monsters/spell/traps etc.

 

87ZM0Fx.jpg

 

Mountain Guard

Level 1/LIGHT/Warrior/Tuner

Even though this guard isn't very strong, she has the potential to be the greatest warrior ever known.

300/200

That WATER one could probably go to 2700-2800 ATK. Partly because "Ugh.... 50s" and partly because as a vanilla, it's the only thing it has going for it as that is the most ATK a Level 7 has had that I've seen. Though this is just a first look at these guys.

 

The Tuner's flavor does follow the ATK flavor, but rather than being "really strong" it'll be calling out for someone strong (Synchro) so as a protector, and for the sake of helping out more overall as a card, I think it should have a greater DEF. Around 1500-1800 should be good enough depending on the standard, or you could even make the classic 2000...

 

Well, there's not much more to say about vanillas.... especially without a clear view of the rest of the cards that'd form the format.

 

Protototype:

This card is way too broad. You either make it "by your opponent", "by battle" only, "by effect" only, or something restricted along those lines, but it can't keep that Dandylion freedom.

 

MK2 is awesome.

 

Crazy Crazy Cuckoo:

This is a personal experiment I'd like to try. What if you shuffled it into the Deck instead of Tributing it? You know for the sake of trying out "deck searchers give you toolbox but not Deck thinning. IDK, maybe no one would agree to it, it just crossed my mind.

Though on a more serious note, make it so that it either cannot search for itself, or "the effect of Crazy Crazy Cuckoo can only be used once per turn", because this card is otherwise just like Toon Table of Contents in the IRL game.

 

Bird Soldier:
I have nothing to change on this one, just wanted to say I love it. *walks away*

 

Koko:

Entry pretty much accepted and not in need for changes as far as I see.

 

Armadilloz:

 

Skull Grappler:
I have no issue with a temporary offensive boost in a Tuner. Though as much as I understand the balancing nature of the Synchro restriction, it probably would just limit it a lot. I personally think it's fine without that last clause since people are making Synchros not 100% generic anyways. With Synchros getting attribute restrictions plus the usual Tuner needs, I think it is plenty of restrictions and the only thing left would be to not make broken Synchros afterwards.

 

 

 

 

 


[Cards]
 
DL, I'm sorry to say this, but other members kinda have a point. Outcast Priestess has a ton of issues.
You could just set your hand to go around her drawback, and equips are kind of pointless to give to her. She'd mostly be a 2500 ATK Normal Summon that dies at the End Phase, and I don't know what to suggest on it because the issue comes from the whole card.
This one would probably have to be re-done from scratch or downright taken down.
 
Cybernetic Gunner is fine to me. The picture is questionable, but the card is good.
 
Protective Vines:
FLIP: Target 1 face-up monster; target loses 1200 ATK and if a monster's ATK becomes 0 this way, it is destroyed.
That's the effect fix. Also, I'd rather not consider the effect that only applies for a single monster on the game to work in this base set.
She kinds sounds weak, but maybe she ends up fine. Let's leave it as I wrote it here for now.
 
God of Thunder, Raiken:
When Tribute Summoned: You can target 1 monster; If that monster's current ATK is less than or equal to this card's current ATK, destroy it. When this card destroys a monster by battle: Inflict 300 damage to your opponent.
It needs no maintenance cost so I did not included it. If anything, I think it should need 1 less Tribute and bring down it's stats accordingly if that's the case. A situational Zaborg, the Thunder Monarch is not worth 2 Tributes, and the burn effect barely does anything.
 

finally decided that I have to make something
 
Us4ZYlj.jpg
 
Cannot be Special Summoned by card effects. You can Normal Summon this card without Tributing. If you do, its original ATK becomes 1100. When this card is Summoned: Place 1 Sword Counter on this card (max. 1). While this card has a Sword Counter on it, it gains 700 ATK and cannot be targeted by your opponent's card effects. Once per turn, during either player's turn: You can remove 1 Sword Counter from this card; destroy 1 card on the field. During each of your opponent's End Phase, if this card is in face-up Attack Position: Place 1 Sword Counter on this card.
 
This card is too strong.
You Normal Summon an 1800 ATK monster that can destroy 1 monster every turn.
It has beatstick potential, easy high Rank Xyz/high Level Synchro/Easy Ritual Tribute potential, it has no drawback, it can't be targeted by effects, and it's a quick effect...
 
The effect should not be quick, and even then, destroying cards is something no other cards so far really do that easily.
It's so far either "wait for your opponent to attack" or "weaken the monster and if it gets it to 0 destroy it".
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...