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A card effect that summons a Portal


HQCardmaker

Card Toughness  

3 members have voted

  1. 1. How would you make this card tougher or change it?

    • This card should do something to Relinquished or Winged Kuriboh or cards that use Counters.
      1
    • This card should do something to Victory Condition cards.
      0
    • This card should do something to banish cards.
      2
    • This card should do something to send cards to the graveyard.
      0
    • Fairy Cards should be immune.
      0
    • LIGHT Cards should be immune.
      0
    • This card is plenty tough.
      0
    • It isn't tough enough but...
      0

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  • Poll closed on 03/13/2020 at 03:59 AM

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Random Portal Roulette

Continuous Spell

At any time while this card is face up, you can: Treat this card as an Equip Spell Card and equip it to a Monster.
Each turn that this card is face up the controller of the Equip Monster if there is one OR the Duelist whose turn it is: Chooses 1 card at random from the Field or a Hand and look at it; If its effect(s) if any do not mention moving cards, move it at random to the other side of the Field, another Hand, the top of a Deck or the bottom of the Deck of an opponent. If an effect(s) on that card do mention the movement of a card(s) however, all Duelists opposing the controller of the randomly selected card lose one-fourth their LP, rounded down.

The name could use some work as well as the effect.  Basically for example if you randomly selected Cyber Jar, you could grab the Cyber Jar for yourself, but if you randomly selected, say another Random Portal Roulette and you don't control it, you could lose 2000 Life Points.  Also I don't know if this is advanced enough to put in this so feel free to make an "advanced" version of this. I also made a poll in case the problem with the card is that it is not mystical or tough enough to earn the subtitle "Roulette".

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Well, firstly, when you post a card similar to this, it would be much better that you do it in Casual Singles, or in Card Concepts and Experimental Mechanics, depending on the nature of the card, advanced is when you have a clear picture of how the meta game plays and your card is balanced and useful enough to be played in the game of today.

Secondly, I don't want to be rude with you, but the card grammar is a real mess and it's kind of hard to understand what it does, I'm sorry. For starters, as far as I know, there is no term such as "Move" You need to specify what exactly does that mean. Cyber Jar, for instance, Flips, destroys, reveals and Special Summons. When you say "move", you mean Special Summon from Deck?

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5 minutes ago, Rayfield Lumina said:

Well, firstly, when you post a card similar to this, it would be much better that you do it in Casual Singles, or in Card Concepts and Experimental Mechanics, depending on the nature of the card, advanced is when you have a clear picture of how the meta game plays and your card is balanced and useful enough to be played in the game of today.

Secondly, I don't want to be rude with you, but the card grammar is a real mess and it's kind of hard to understand what it does, I'm sorry. For starters, as far as I know, there is no term such as "Move" You need to specify what exactly does that mean. Cyber Jar, for instance, Flips, destroys, reveals and Special Summons. When you say "move", you mean Special Summon from Deck?

Define what move means.  Great idea.  sent from a deck/hand/banishment/graveyard/extra deck/field to a deck/hand/banishment/graveyard/extra deck/field.  Basically if any "movement" whatsoever from one location to another is mentioned in the effect of a card you randomly selected from the hand and field, you get a life point penalty unless you have 3 or less life points left. As for flips, Xyz material attachment/detachment, etc., Maybe I should make them pay something more valuable than life points if I'm going to accept that as "Movement" as well like maybe: Skip two of your phases next turn. I suppose a better experimental term all along was "Transport". Thank you for your help.  I think this card is looking good now.  As for

1 hour ago, HQCardmaker said:

If an effect(s) on that card do mention the movement of a card(s) however, all Duelists opposing the controller of the randomly selected card lose one-fourth their LP, rounded down.

 I should define that that means all Duelists opposing the controller, not just the Duelist that happens to be the direct opponent in a Tag Team match, but all opponent(s) to the controller of the random card.

Maybe this should be split into three cards of varying properties too if there are multiple ways to "move" cards. Like from inside the field, or placed underneath a card.  With their own penalties.  I would call them White Portal Roulette, Sky Portal Roulette, and Black Portal Roulette.

 

This turned into a mess.  Turns out this card should be three cards or changed up.

 

Also, Xyz Cards don't mention "movement" directly as a mandated cost at the start of their description; they just list the cards needed to summon them. So they don't all necessarily mention "movement".

 

I'll be sure to follow the rules from now on.  I'll give them a direct read just in case they aren't obvious.

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Thanks for understanding about what I told you before in the status. Now that I think carefully, you can actually use the term "Move" but that only refers to when a card on the field is moved to another location on the field, such as a different column, Main Monster Zone, etc. I'll have a good look at the card and try to fix some of the card grammar. I'm not the best at this, but I'll give it a shot. By the way, I don't see why the card needs to start as a Continuous Spell to become an Equip Spell later. You won't be able to retrieve it from the equipped monster anyway, so I'd say you make it an Equip Spell (unless you have something in mind to make it like this) I mean, I suppose you can give the opponent the chance to use the card's effect too, but that can also be made while it is an Equip Spell (I think)

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Quote

Once per turn, while this card is equipped to a monster, either player can activate the following effect.

  • You can choose 1 face-down card your opponent controls or is in their hand and call if the chosen card has an effect that moves a card to a different place or not; reveal the card, and if you call it right, add that card to your hand OR return that card to the top or bottom of their Deck. If you call it wrong, you take damage equal to a fourth of your LP, rounded down.

So, this is a much simplified version of your card, and pretty unorthodox, I'd say the card grammar is rather rough, but more understandable. Also, it's not exactly what your original card does, but makes things easier. Call it right, and you can either add to your hand the face-down card/card in your opponent's hand OR return it to the opponent's Deck, which hurts. It's not perfect, but what do you think?

EDIT: Changed the part that said "transport" effect.

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@Rayfield Lumina Actually there is irl legal for "Move" wording, but its functions very differently than the one depicted here. Check the newest errata on Necrovalley (the 7th official text fix) 

on the topic, yeah...rather than about balance you need to have clear effect first either its wording or the intended interaction. Rayfield fixes should be enough though

Side note: you realize Cyber Jar is still banned right?

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12 hours ago, Dr. Jolly Glot the III said:

@Rayfield Lumina Actually there is irl legal for "Move" wording, but its functions very differently than the one depicted here. Check the newest errata on Necrovalley (the 7th official text fix) 

on the topic, yeah...rather than about balance you need to have clear effect first either its wording or the intended interaction. Rayfield fixes should be enough though

Side note: you realize Cyber Jar is still banned right?

Oh, this is very interesting, thanks for pointing that out! I'll modify my suggestion according to that wording.

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