KH911 Posted August 18, 2022 Report Share Posted August 18, 2022 This is the first part of an archetype focused around Future Summoning, a new summoning mechanic I came up with. In summary, it's a mechanic where you tribute cards, then wait x number of turns for the monster to be special summoned. You can find the specific rules and discussion for this mechanic By Clicking Here. Quote Chrono Explorer Light / Level 3 / Psychic / Effect When this card is normal summoned, add 1 "Chrono" monster from your deck to your hand. When the turn count advances, banish this card from the GY, then excavate cards from the top of your deck until you find a "Chrono" spell/trap. Add that card to your hand and send all other cards to the GY. You can only use each effect of "Chrono Explorer" once per turn. ATK/600 DEF/600 Quote Chrono Gatekeeper Light / Level 3 / Psychic / Effect You can discard this card to add 1 "Chrono Gate" from your deck to your hand. If both "Chrono Gate" and this card are on the field, your opponent cannot special summon monsters from the extra deck, except Future Monsters. You can banish this card from the GY; advance the turn count by 1. ATK/0 DEF/2000 Quote Chrono Pilot Light / Level 3 / Psychic / Effect During either player's turn, discard this card from your hand to advance the turn count by 1. While this card is in your GY, you can discard 1 "Chrono" card to add this card to your hand. You can only use 1 effect of "Chrono Pilot" once per turn. ATK/500 DEF/0 Quote Chrono Engineer Light / Level 3 / Psychic / Effect When this card is used as material for Future Summon, advance the turn count by 1. A Future Monster that used this card as material gains the following effect: This card's effects cannot be negated. You can banish this card from the GY to increase the Timer of all Future Monster you control by 1. You can only use each effect of "Chrono Engineer" once per turn. ATK/1500 DEF/200 Quote Chrono Guerilla Light / Level 3 / Psychic / Effect When a level 3 Psychic monster is summoned, you can special summon this card from the deck, but for the rest of this turn you cannot special summon from the extra deck except Future Monsters. When the turn count advances, you can special summon this banished card. You can only use each effect of "Chrono Guerilla" once per turn. ATK/1800 DEF/0 Quote Chrono General Light / Level 3 / Psychic / Effect When this card is normal summoned, special summon 1 level 3 psychic monster from your hand or that is banished. When the turn count advances, you can banish this card from the GY to special summon 1 of your banished psychic monsters. You can only use each effect of "Chrono General" once per turn. ATK/1000 DEF/1000 Link to comment Share on other sites More sharing options...
Loleo Posted August 18, 2022 Report Share Posted August 18, 2022 Guerilla passes the taboo of an effect that activates in the deck. These cards would greatly benefit a final countdown deck. Link to comment Share on other sites More sharing options...
KH911 Posted August 18, 2022 Author Report Share Posted August 18, 2022 The Awakening of the Possessed cards all summon from the deck, which is why I use them in my elementsaber deck, it always catches people by surprise. I just felt it would be cool to add a similar "ambush" type mechanic. Link to comment Share on other sites More sharing options...
Animav Posted August 18, 2022 Report Share Posted August 18, 2022 Already making a potential tier 1 Deck for a brand new mechanic, huh? Or so it looks to me on the surface, though. So, my only gripes with this are in Gatekeeper and Pilot, personally. Gatekeeper should only limit Extra Deck Special Summoning and not blanket Special Summoning, that way they can actually Future Summon. (This is assuming you're not making 'Tributing from the hand' a widespread requirement for Future Monsters) Pilot, on the other hand, kinda bothers me in that it can really use its effect every turn of yours as long as you keep flinging [Chrono] cards into the GY. I think it have a "You can only use 1 effect" instead of each, that way if you bring it back to your hand, you can't actually use it on your next turn. These aside, as I mentioned above, this is looking like a pretty powerful Deck on this would be format, given how much control they have on the turn count -- and easily, at that. Also, when exactly would the "When the turn count advances" apply if the turn count increased naturally? As in, when the opponent passed their turn. Link to comment Share on other sites More sharing options...
KH911 Posted August 19, 2022 Author Report Share Posted August 19, 2022 52 minutes ago, Animav said: So, my only gripes with this are in Gatekeeper and Pilot, personally. Gatekeeper should only limit Extra Deck Special Summoning and not blanket Special Summoning, that way they can actually Future Summon. (This is assuming you're not making 'Tributing from the hand' a widespread requirement for Future Monsters) Pilot, on the other hand, kinda bothers me in that it can really use its effect every turn of yours as long as you keep flinging [Chrono] cards into the GY. I think it have a "You can only use 1 effect" instead of each, that way if you bring it back to your hand, you can't actually use it on your next turn. You're completely right on this part. I just kind of auto-piloted the "each effect once per turn". As for Gatekeeper, what I had in mind is that it only limits extra deck summons, but I just worded it poorly. I'm going to make the necessary changes. 54 minutes ago, Animav said: Also, when exactly would the "When the turn count advances" apply if the turn count increased naturally? As in, when the opponent passed their turn. While making this mechanic I couldn't help but think of Fortune Ladies as a point of reference. Fortune Ladies increase their level each standby phase, so going by that, the turn count advances on each standby phase. Let me give a sequence of events to make it easier to understand: 1. You go first > Turn 0 > Draw opening Hand > Standby phase 1 > Turn 1 > play your turn > end phase 1 2. Opponent draws for turn > standby phase 2 > turn 2 > they play their turn > Pilot quick effect > turn 3 > end phase 2 3. You draw for turn > standby phase 3 > turn 4 > your play your turn. In each of those times that the turn count increases, your Future Monster gets 1 turn closer to being summoned (provided you've paid the necessary cost). And yes, Future Monsters can be summoned during your opponent's turn if you set it up properly. Link to comment Share on other sites More sharing options...
Animav Posted August 19, 2022 Report Share Posted August 19, 2022 Figure that it would be part of the would-be Master Rule revisions that this Summoning mechanic would bring to the format, though I had thought you were going to just make a straight up new phase in between the end of one turn and the start of the next, but I like this way better. And yes, I was going to ask if your Future Summon could happen in your opponent's turn as well, so thanks for the heads up. It's a pretty nice way to set up Future Monsters with timely interruptions, and it isn't too broken since the opponent knows exactly which monster is getting summoned and when, so they're not getting blindsided and can play accordingly. But technically unrelated matters aside, I don't have much else to say about the archetype at the moment. I assume this is more of a support series to other archetypes, or are you planning on giving them their own Future Monsters as well? Also, Fortune Ladies? Instantly goated. Link to comment Share on other sites More sharing options...
KH911 Posted August 19, 2022 Author Report Share Posted August 19, 2022 This is part 1. I'll be releasing some more spells/traps as well as Future Monsters, but it'll take some time to develop these ideas fully. Link to comment Share on other sites More sharing options...
Loleo Posted August 19, 2022 Report Share Posted August 19, 2022 20 hours ago, KH911 said: Fortune Ladies increase their level each standby phase, so going by that, the turn count advances on each standby phase. The turn count increases between the end of 1 turn's end phase and the next turn's draw phase. If you look at anything that automatically does it that is how it is done. I don't think you would summon during the draw phase or that this timming particularly matters but that's how it works even for final countdown (before the next draw) Link to comment Share on other sites More sharing options...
KH911 Posted August 23, 2022 Author Report Share Posted August 23, 2022 Here's the second part, with more ways of advancing the turn count and a couple of...highly experimental ideas for traps: Quote Chrono Sniper Level 3 | Light | Psychic | Effect If this card is sent to the GY, destroy 1 spell or trap on the field, and if you do, advance the turn count by 1. When the turn count advances, you can banish this card from the GY, destroy a spell or trap your opponent controls. You can only use 1 effect of "Chrono Sniper" once per turn. ATK/1500 DEF/0 Quote Chrono Enforcer Level 3 | Light | Psychic | Effect If this card is sent to the GY, destroy 1 monster on the field, and if you do, advance the turn count by 1. When the turn count advances, you can banish this card from the GY, destroy a monster your opponent controls. You can only use 1 effect of "Chrono Enforcer" once per turn. ATK/0 DEF/1500 Quote Chrono Veiler Level 3 | Light | Psychic | Effect When an effect is activated (quick effect), you can discard this card and 1 other "Chrono" monster; negate the effect, and if you do, advance the turn count by 1. When the turn count advances, you can banish this card from the GY, target 1 card on the field; negate its effects until the end phase. You can only use 1 effect of "Chrono Veiler" once per turn. ATK/0 DEF/0 Quote Chrono Thief Level 3 | Light | Psychic | Effect (Quick effect) You can discard this card, reduce the Timer of 1 Future Monster on the field by 1, and increase the Timer of 1 other Future Monster by 1. When the turn count advances, you can banish this card from the GY, add 1 random card from your opponent's hand to your hand. ATK/1200 DEF/0 Chrono Collapse is supposed to represent the collapse of the space-time continuum as a result of time travel. It's a massive game-ending effect that could harms both players equally, and is made quite a bit easier if you take advantage of the Recursion mechanic. Quote Chrono Collapse Normal Trap Apply the following effects in sequence based on the number of Future Monsters summoned this game: 5: Banish all cards on the field. 7: Banish all cards in the GYs. 9: Banish all cards in the decks. Link to comment Share on other sites More sharing options...
Loleo Posted August 23, 2022 Report Share Posted August 23, 2022 Sniper and enforcer have the same format for the effects so here's the fix: If this card is sent to the GY: Destroy 1 monster on the field, and if you do, advance the turn count by 1. If the turn count advances: You can banish this card from the GY; destroy a monster your opponent controls. Veiler If an effect is activated (Quick Effect): You can discard this card and 1 other "Chrono" monster; negate the effect, and if you do, advance the turn count by 1. If the turn count advances: You can banish this card from the GY and target 1 card on the field; negate its effects until the end phase. You can only use 1 effect of "Chrono Veiler" once per turn. Thief OP just add a clause to the second effect that there has to be a Future Summoned monster on the field. Collapse nice nuke Reset feels like a counter to this deck not something it would want to play. Link to comment Share on other sites More sharing options...
KH911 Posted August 23, 2022 Author Report Share Posted August 23, 2022 7 hours ago, Loleo said: Reset feels like a counter to this deck not something it would want to play. How would you suggest I improve it? I know the problem is the turn count reset, but I couldn't think of how else it would reset the game. Link to comment Share on other sites More sharing options...
Loleo Posted August 23, 2022 Report Share Posted August 23, 2022 8 hours ago, KH911 said: How would you suggest I improve it? I know the problem is the turn count reset, but I couldn't think of how else it would reset the game. I mean it's fine as is, I would just leave it as that: A card the deck doesn't play, something that's sided in against it. The other option is you can argue the turn count can't be decreased bellow 0, and if it is "set" to a specific amount instead of "decreased until it reaches" it doesn't actually affect your future summons. Lastly, you could just change the 9+ to set both player's LP to 8000? I would like to add this isn't a fun card in any way, because it's like fiber jar, and a magic card that creates a subgame. It just literally restarts the match and that's really annoying for no reason, by making that last change at least you make it to where you have the advantage when the game is restart because you could have some future summons in progress left unnafected Link to comment Share on other sites More sharing options...
KH911 Posted August 28, 2022 Author Report Share Posted August 28, 2022 For Part 3, it's mainly spells and traps for this archetype with a small hint for the final part. This one is their tuner. I think it's time I finally mentioned my decision for making them level 3 psychic monsters. Psychic has very strong banish support, but aren't very good at actually banishing. That's where these cards come in, they all have the ability to banish themselves from the GY, which gives the Psychic banish support a chance to shine. In addition, the level 3 psychic package (psychic commander, psychic wheeler, etc.) could use some extra love. Quote Chrono Singer Level 3 / Psychic / Tuner / Effect This card can only be used as synchro material for the synchro summon of a Psychic monster. A monster that used this card as material gains this effect: This card can attack twice during each battle phase. When the turn count advances, you can banish this card from the GY; add 1 of your banished monsters to the hand. ATK/0 DEF/0 This design for Chrono Gate is inspired by my favourite field spell in the game: Noble Knights of the Round Table. It can activate multiple effects during the standby phase depending on the turn count, although the based on feedback I might need to make balance changes. Quote Chrono Gate Field Spell You can activate each of these effects once per turn during your standby phase, depending on the current turn count: 3+: Send 1 "Chrono" monster from your deck to the GY. 5+: Add 1 "Chrono" spell/trap from your deck to your hand. 7+: Add 1 "Chrono" monster from your deck to your hand. 9+: Special summon 1 "Chrono" monster that from your hand, GY, or that is banished. 11+: Banish 1 card your opponent controls. Quote Chrono Accelerator Continuous Spell When the turn count advances, advance the turn count by 1. When this card leaves the field, you can banish 1 Psychic monster from your GY, set this card in your spell/trap zone. Quote Chrono Retrieval Unit Continuous Spell When the turn count increases, return 1 of your banished monsters to the hand. When this card leaves the field, banish 1 "Chrono" monster from your GY, set this card in your spell/trap zone. Quote Chrono Afterburner Continuous Spell Once per turn, when the turn count advances, inflict damage to your opponent equal to the current turn count x 100. When this card leaves the field, you can banish 1 "Chrono" monster from your GY, set this card in your spell/trap zone. As for the traps, I decided to make things a bit more interesting by creating a unique cost. These traps will reduce the turn count (thereby delaying future summons) in exchange for powerful effects. Quote Chrono Blaster Continuous Trap Once per turn, if you control a "Chrono" monster, you can reduce the turn count by 1, banish 1 card on the field. When this card leaves the field, reduce the turn count by 1, set this card in your spell/trap zone. Quote Chrono Quarantine Continuous Trap Once per turn, if you control a "Chrono" monster, you can reduce the turn count by 3, negate all monster effects on the field. When this card leaves the field, reduce the turn count by 1, set this card in your spell/trap zone. Quote Chrono Shift Continuous Trap Once per turn, if you control a "Chrono" monster, you can reduce the turn count by 1, your opponent shuffles their hand into the deck, then draws the same number of cards - 1. When this card leaves the field, reduce the turn count by 1, set this card in your spell/trap zone. Link to comment Share on other sites More sharing options...
KH911 Posted September 5, 2022 Author Report Share Posted September 5, 2022 Can I get feedback on the most recent batch of cards. I'm going to post the final batch with the extra deck monsters soon, so it would help if I knew what people think of these cards. Link to comment Share on other sites More sharing options...
Loleo Posted September 5, 2022 Report Share Posted September 5, 2022 Singer I would recommend excluding itself from being added Gate I would recommend choosing only 1 effect or adding a discard after the 2nd and 3rd effect. Accelerator perfect Retrieval should be once per phase? At most because this is insane otherwise. ...How is "Once per turn" affected by increased turn count? I'll assume afterburner is fine. Blaster and quarantine are perfect Shift should be reduce by 2? Hand ripping is very painful. Link to comment Share on other sites More sharing options...
KH911 Posted September 6, 2022 Author Report Share Posted September 6, 2022 22 hours ago, Loleo said: Singer I would recommend excluding itself from being added Gate I would recommend choosing only 1 effect or adding a discard after the 2nd and 3rd effect. Accelerator perfect Retrieval should be once per phase? At most because this is insane otherwise. ...How is "Once per turn" affected by increased turn count? I'll assume afterburner is fine. Blaster and quarantine are perfect Shift should be reduce by 2? Hand ripping is very painful. You're right about singer, I just forgot to add that part. The noble knights field spell let's you use all effects during the End Phase as long as you meet the conditions, I want Gate to behave the same way. If it's too strong, then I can increase the required turn count to make it a bit harder to use. I'll look into making the appropriate changes to the other cards. As for once per turn, that's very good question. The way I see it, once per turn means you can't use it again until you end your turn, so if you advance the turn count, it doesn't reset once per turn effects. I'll have to add this to the rules on the mechanic discussion. Link to comment Share on other sites More sharing options...
Loleo Posted September 6, 2022 Report Share Posted September 6, 2022 2 hours ago, KH911 said: You're right about singer, I just forgot to add that part. Great! The noble knights field spell let's you use all effects during the End Phase as long as you meet the conditions, I want Gate to behave the same way. If it's too strong, then I can increase the required turn count to make it a bit harder to use. Instead of increasing the number of turns, adding a discard after the second and 3rd effect would balance it, the noble nights field spell doesn't gain straight card advantage except for the last effect, which is what I recommend for yours, besides most of your cards have GY effects and recyclability from being banished! I'll look into making the appropriate changes to the other cards. Great As for once per turn, that's very good question. The way I see it, once per turn means you can't use it again until you end your turn, so if you advance the turn count, it doesn't reset once per turn effects. I'll have to add this to the rules on the mechanic discussion. That's what I thought to, thanks for the clarification Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.