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Ideas for a new type of Yu-Gi-Oh card


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What could Konami come up with as a new type of card to add to the game? And perhaps add a refreshing new dimension to it? What are your creative ideas for this? In what direction would it shape competitive? Will it change the field, or the way Yu-Gi-Oh is played?

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Here's my idea, and I think it would help simplify the game as well.

What if they introduced a new kind of Trap card, a Platform card. There's no effect upon activating it, and the Trap card remains on your field like a Continuous Trap. You can Summon monsters onto it, from either the hand, Deck or Extra Deck; in the case of a monster being on it, the Platform is protected from normal S/T destruction. Because it's a no cost, the effect is perhaps a field effect, or it occurs when a monster is Summoned onto it. And the major benefit of the Platform Trap card, which would simplify the game, is that any monster on it cannot have their Summon negated, or their effects negated. Thoughts?

Edit: The platform Trap card, when activated, gives you the option to choose an adjacent zone (Main Monster or S/T) for it to move to (this is not an effect). And maybe, its effect can include, or simply be the following: if a certain criteria is met in the game state, relating to an archetype, it can be activated during the turn it is Set.

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I think is mutual that all players of this game, you, me, and anybody gets excited about fresh takes that happen in the game. But then i realize there must be limit on how many features you could add to the game before it become to confusing to new and old player alike. And yugioh already notorious for having multiple card type that function very differently that gatekeeping the new player experience

Dont get me wrong though, any experimental mechanic is welcomed and happily to be review either by me or other user but since you already ask the needs of new mechanic in TCG/OCG discussion im not gonna talk much about the platform trap (much better if you make seperate post on casual tbh) as much and instead pretty much about the aforemention diminishing return of card type innovation. 

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Thanks for your reply. The reality is that the business behind the game needs innovation to stay alive. Because of all the online stuff, they may continue to profit well and we won't see a major innovation for a long time, but it will come (unless it's not as big a business model as I think it is...)

So, what new card types/mechanics would you like to see?

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I think i need to explain the difference, im all the way agreeing with you about innovation but we need to know which form in which innovation takes. And i believe there 2 forms: the mechanic and the feature.

Feature is interaction and function that embeded with the card type usually mandatorily to be explained either by by rulebook, card art cues, and occacionally (technically never in yugioh even) with reminder text. Example fusion, synchro, etc

While mechanic is interaction distinct to card ability and therefore explain in its effect text. Example: piercing, banish, excavate, etc

Both of this can be experimented as long the game stay alive but its clear that with each new feature a.k.a new card type konami has to add explaination to the ever growing rulebook (link card dont have text that teach you how to link summon, the rule has it and the player must read it) making the learning curve to this game get steeper. Thus diminishing return of new players that intimidated by the rulings way before they meet master endymion for example 

This is why innovation based on pre-existing mechanic or win-con is more welcomed rather than brand new. Things like Drytron that ritual summon by using monster ATK,  Legendary Dragon spell/trap Fusions, etc. Sure its still complex but it wont force konami to revising their rule book and can be safely experimented since its usually archetype locked 

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31 minutes ago, Dokutah Jolly said:

This is why innovation based on pre-existing mechanic or win-con is more welcomed rather than brand new. Things like Drytron that ritual summon by using monster ATK, Legendary Dragon spell/trap Fusions, etc. Sure its still complex but it wont force konami to revising their rule book and can be safely experimented since its usually archetype locked 

Let's not forget BODE introducing a fusion that is a combination of two field spells.

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Yeah, I honestly prefer this direction of innovation within existing mechanics.

New mechanics are generally pretty cool and they're especially interesting to speculate in the beginning, but once they're established, Konami doesn't tend to innovate the mechanic as much as the anime implies (Dark Synchros, Fusing with Spells/Traps, etc.) or as much as people speculate (Pendulum Traps). This break from a new mechanic has allowed them to focus a lot more on interesting interactions.

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