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Vehicroid Support!


Br-uke

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  • Hello everyone, this is my first post (and English is not my native language, so i am sorry if i make any spelling error), vehicroids have always been my favorite archetype, it´s a shame they are not that good, so i decided to show my ideas to rework the entire archetype, by adding a new mechanic to them, being that they have some "independent effects" that are not that good but when they are added to your hand by one of their friends, they work together! Here are some ideas i have for the start, so i would appreciate any suggestions you have.
  • Ambulanceroid: i think he is the principal play-maker i thought it should have any protection like "if you control another roid monster, your opponent cannot select this card with card effects o as an attack objective" but maybe it was too much
  • Rescueroid: i think that level 6 is an nuisance so i gave him that effect, and the added to the hand effect it´s suits him well.
  • Gyroid: A quick protection.
  • Steamroid: An attack booster.
  • VWG: A trap that synergizes with the archetype
  • SV Steam Gyroid: Seriously any effect will suit him well, idk why konami decided to make him like that, so i decided to combine steamroid ofensive effect with gyroid defensive effect.

PD: i know almost nothig about timing or ruling, so i am sorry if i made any colossal mistake!

Ambulanceroid.jpg

Gyroid.jpg

Rescueroid.jpg

Steamroid.jpg

Wonder garage.jpg

Super Vehicroid Steam Gyroid.jpg

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I would recommend making them all level 3 and giving them an XYZ monster?

Steamroid needs more power maybe permanently gains 500 at start of each battle and can deal piercing?

non-wind to prevent adding Gyroid is unnecessary.

 

may give wording and timing advice soon?

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On 7/30/2021 at 10:57 PM, Br-uke said:
  • Hello everyone, this is my first post (and English is not my native language, so i am sorry if i make any spelling error), vehicroids have always been my favorite archetype, it´s a shame they are not that good, so i decided to show my ideas to rework the entire archetype, by adding a new mechanic to them, being that they have some "independent effects" that are not that good but when they are added to your hand by one of their friends, they work together! Here are some ideas i have for the start, so i would appreciate any suggestions you have.
  • Ambulanceroid: i think he is the principal play-maker i thought it should have any protection like "if you control another roid monster, your opponent cannot select this card with card effects o as an attack objective" but maybe it was too much
  • Rescueroid: i think that level 6 is an nuisance so i gave him that effect, and the added to the hand effect it´s suits him well.
  • Gyroid: A quick protection.
  • Steamroid: An attack booster.
  • VWG: A trap that synergizes with the archetype
  • SV Steam Gyroid: Seriously any effect will suit him well, idk why konami decided to make him like that, so i decided to combine steamroid ofensive effect with gyroid defensive effect.

PD: i know almost nothig about timing or ruling, so i am sorry if i made any colossal mistake!

Ambulanceroid.jpg

I understand the middle portion for "lore purposes" but it doesn't really help and clutters the card. Otherwise this is the middle man of the archetype to make everything work! after of a roid : as it is a condition if you keep the middle part after is special summoned ": as it is a condition. change when to if if you don't wish to miss timing.

Gyroid.jpg

"If this card is added from your GY to your hand: Until the end of the turn the first time each of your "roid" monsters would be destroyed they are not"

otherwise perfect! Maybe a little high on the DEF but it is reasonable. I think the first part is worded right?

Rescueroid.jpg

maybe it should special summon "Ambulanceroid" from your deck or GY if added from GY to hand if you don't control one and if it is special summoned while you control "Ambulanceroid" you can add the non-WIND roid to hand from GY also just make it level 3! also change when a roid to if a roid unless you want it to miss timing

Steamroid.jpg

first start with ~800 ATK and as I said before it needs more power, maybe permanently gains 500 at start of each battle and can deal piercing? after of a roid card should be : as that is a condition

Wonder garage.jpg

perfect except make the last part special summon any "roid" from your deck including WIND it won't be OP trust me and ; after the first mention of GY and : after of a card instead of ,

Super Vehicroid Steam Gyroid.jpg

The first time this card [would instead of is going to] be destroyed it is not.

I would switch the ATK and DEF maybe?

... after "opponent's monster it should be a : not , as it is an activation requirement and after in your extradeck you could make the reveal a cost by adding a ; instead of the , and take out the and that follows.

otherwise this one is near perfect!

Lots of timing fixes and I would encourage even a little more power! Love what you have done can't wait for more! (see in the quote)

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I believe these are just meant to be updates rather than retrains, so Bruke wanted to keep their original effects (even if they're outdated). The original effects include the "when" vs "if" and Steamroid's -500 ATK.

Honestly, I like the direction you took these. The recycling strategy is pretty much the deck's only real combo, and the emphasis on this is pretty cool.

Given the importance of Ambulanceroid to the strategy, could I suggest changing the effect slightly? Perhaps make it say "If this card is added to your hand by the effect of a" roid" card", instead of specifically from the GY. That way, you can immediately begin your plays by using Dragonroid or Megaroid City's search effect.

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6 minutes ago, Tinkerer said:

I believe these are just meant to be updates rather than retrains, so Bruke wanted to keep their original effects (even if they're outdated). The original effects include the "when" vs "if" and Steamroid's -500 ATK.

I honestly didn't even consider that oops.

Honestly, I like the direction you took these. The recycling strategy is pretty much the deck's only real combo, and the emphasis on this is pretty cool.

Are you talking to both of us? if so, I agree and love the emphasis they put and hope you agree I furthered that!

Given the importance of Ambulanceroid to the strategy, could I suggest changing the effect slightly? Perhaps make it say "If this card is added to your hand by the effect of a" roid" card", instead of specifically from the GY. That way, you can immediately begin your plays by using Dragonroid or Megaroid City's search effect.

Yes

 

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On 8/4/2021 at 2:07 AM, ITSUKOSOADO said:

Lots of timing fixes and I would encourage even a little more power! Love what you have done can't wait for more! (see in the quote)

 

Oh thank you for the reply! I am scared that i could make them overpowered so i try to make mostly normal and lore related effects; thanks for the timing fixes! i know almost nothing about that kind of ruling, i will try to make it up if i make a super big entire pdf of the archetype remake (and sorry i dont know how to respond in green text son i will just write it down).

  • Ambulanceroid: You totally got me in the "lore purposes" i tried to make something related too (more than helping) to an ambulance, but you are right it is not necessary at all (thanks for timing fix! i wouldn´t like to miss the chance to especial summon it. I wanted to make it an instant effect so i can miss any chain of special summoning vehicroids but i didn´t know how to do it)
  • Gyroid: I suppose is worded right, because i almost copy/pasted from the original text (despite i did not use destroyed destroyed by battle and just used destroyed in general) The high DEF is because i thought everyone of them should be benefited by "megaroid city" (thanks for the timing suggestion I wanted to make it an instant effect too, like, a quick protection but I didn't know how to do it either)

  • Rescueroid: I wanted to make it not entirely ambulanceroid-dependant or the less restricted posible (enough with his level 6, but you are right! it should be lower level, and with that algo reduce the ATK/DEF too i suppose) but those are some nice ideas! i swear i didn´t want to restrict gyroid or any other WIND-vehicroid from being added! it just that i try to make the archetype the less "speedroid-related" possible".

  • Steamroid: Well i try to keep their essence like keeping their original ""Bad"" effect and doing something more useful when added to the hand, that is why it is almost the same, again i try to make more lore related that effect like steamroid "Boost their engines like a train does", but honestly i had almost no ideas related to it´s effect.

  • Wonder Garage: thanks again for the wording fixes, honestly i thougt the "from the deck part" would be too op, but if you say so i believe it, again the non-wind its because of speedroid unu, i don´t know how to exclude them so i try to combo it with megaroid city, and add from GY to hand effect.

  • Steam Gyroid: Thanks for more fixes! Well the ATK/DEF thing is beacause of megaroid city again, and tried to combo steamroid+gyroid effects!

I agree i should learn the entire timing thing and i want to keep them an almost entire fusion archetype ! thank you for the help!!

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On 8/4/2021 at 9:29 PM, Tinkerer said:

I believe these are just meant to be updates rather than retrains, so Bruke wanted to keep their original effects (even if they're outdated). The original effects include the "when" vs "if" and Steamroid's -500 ATK.

Honestly, I like the direction you took these. The recycling strategy is pretty much the deck's only real combo, and the emphasis on this is pretty cool.

Given the importance of Ambulanceroid to the strategy, could I suggest changing the effect slightly? Perhaps make it say "If this card is added to your hand by the effect of a" roid" card", instead of specifically from the GY. That way, you can immediately begin your plays by using Dragonroid or Megaroid City's search effect.

Aw! thank you ! and yes i want to keep almost entirely their original effects. i try to keep that combo in mind for every vehicroid i remake. Thanks for the suggestion! and it is totally accurate maybe making ambulanceroid´s summon easier will make up for his low ATK/DEF. 

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On 8/11/2021 at 10:41 AM, Br-uke said:

 

Oh thank you for the reply! I am scared that i could make them overpowered so i try to make mostly normal and lore related effects; thanks for the timing fixes! i know almost nothing about that kind of ruling, i will try to make it up if i make a super big entire pdf of the archetype remake (and sorry i dont know how to respond in green text son i will just write it down).

Responding in green is just something I like to do :P

  • Ambulanceroid: You totally got me in the "lore purposes" i tried to make something related too (more than helping) to an ambulance, but you are right it is not necessary at all (thanks for timing fix! i wouldn´t like to miss the chance to special summon it. I wanted to make it an instant effect so i can miss any chain of special summoning vehicroids but i didn´t know how to do it)
  • Gyroid: I suppose is worded right, because i almost copy/pasted from the original text (despite i did not use destroyed destroyed by battle and just used destroyed in general) The high DEF is because i thought everyone of them should be benefited by "megaroid city" (thanks for the timing suggestion I wanted to make it an instant effect too, like, a quick protection but I didn't know how to do it either)

Cool! I Learned something new. Didn't know about city.

  • Rescueroid: I wanted to make it not entirely ambulanceroid-dependant or the less restricted posible (enough with his level 6, but you are right! it should be lower level, and with that algo reduce the ATK/DEF too i suppose) but those are some nice ideas! i swear i didn´t want to restrict gyroid or any other WIND-vehicroid from being added! it just that i try to make the archetype the less "speedroid-related" possible".

I mean I guess you can say except a "speedroid"?

  • Steamroid: Well i try to keep their essence like keeping their original ""Bad"" effect and doing something more useful when added to the hand, that is why it is almost the same, again i try to make more lore related that effect like steamroid "Boost their engines like a train does", but honestly i had almost no ideas related to it´s effect.

  • Wonder Garage: thanks again for the wording fixes, honestly i thougt the "from the deck part" would be too op, but if you say so i believe it, again the non-wind its because of speedroid unu, i don´t know how to exclude them so i try to combo it with megaroid city, and add from GY to hand effect.

  • Steam Gyroid: Thanks for more fixes! Well the ATK/DEF thing is beacause of megaroid city again, and tried to combo steamroid+gyroid effects!

I agree i should learn the entire timing thing and i want to keep them an almost entire fusion archetype ! thank you for the help!!

Keeping them fusions makes sense glad you enjoyed the advice!

 

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