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Ok, I'll give it a try at sub-types:

 

Creating Sub-types is very necessary for YCMakers who wants to unfold their skills in a different way than singles.

 

Heres some main concepts for sub-types: A sub-type has, as many of you know, the name of the sub-type written next to its original type, and the cards within a sub-type share 1 or more effect. If they don't have an effect in common, you cannot call them a sub-type, regardless if the sub-type is written on the card.

 

When thinking of a sub-type, try this:

What should the sub-type's name be? (PS: By making a sub-type based on something you like, you'll have a good time making them)

Think of a concept the set will unfold on. (Spell/Trap destruction, life point gain/power manipulation]

Try unfolding the set on a way they have never been done before.

Example: I have begun with a sub-type I wanted to call Mind monsters. And, I can tell you, I had a heck of a problem thinking out their effect in common.

 

I started by thinking, "Hey, what does really a mind work upon?" It took me a moment or two before it hit me: Minds work on mentality! So now, I started thinking of the best way to express mentality on the cards. At long last, I decided that the Mind monsters should have their own kind of ATK and DEF, Mind Power!

 

When unfolding the sub-type, it is very good to play on their eventual weaknesses or strenghts and making them better. (Example: Spirit monsters return to its owner's hand at the end of the turn it's flipped face-up or summoned, so Takahashi made the spell card, Spiritual Energy Settle Machine, which prevents them from doing that)

 

If you think as I have done here when making a sub-type, congratulations! You have made a working sub-type!

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I'm not a genius at Sub-Types, but I can give a summary of each type.

 

Gemini: After the turn it is summoned, you can summon it again to activate it's effect. EX: Elemental Hero Neos Alius - This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● This face-up card's name is treated as "Elemental Hero Neos".

 

Spirit: The monster returns to your hand at your end phase (Unless it's set face down). Also, the monster cannot be special summoned. To make this up, the spirit monster has powerful effects. The best reason for the effect is to lower the chance of the card to be destroyed. EX: Tsukuyomi - This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, flip 1 face-up monster on the field into face-down Defense Position.

 

Toon: 1. A Toon Monster cannot be summoned without "Toon World". 2. If Toon World is destroyed, then the Toon monster is destroyed. 3. Toon Monsters are like Normal Monsters; If they required a sacrifice they need a sacrifice. 4. If there is no Toon Monsters on your Opponent's field, they can attack directly. 5. If your opponent DOES control a toon monster, the Toon Monster is the target. Ex: Toon Summoned Skull - This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side of the field. You can Special Summon this monster from your hand, but Tributes are requires for monster Level 5 or more. This card cannot attack in the same turn it is Summoned. Unless you pay 500 Life Points, this monster cannot attack. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target.

 

Tuner: Required for a Synchro Summon. Otherwise, their normal monsters/effect monsters. Ex: Hyper Synchron - If this card is sent to the Graveyard for the Synchro Summon of a Dragon-Type Monster, that Synchro Monster gains 800 ATK, and it is Removed from Play during the End Phase.

 

Union: A monster that can be equipped to other monsters. Ex: Y-Dragon Head - Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "X-Head Cannon" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK/DEF of the equipped monster by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

How about them apples?

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Hey, i have a new card that i think has a couple of OCG errors:

 

128954gv1.jpg

 

Card Lore:

 

When this card is activated, send, from your Deck to your Graveyard, Spellcaster Monsters that are Level 3 or higher, and select that 1 Spellcaster Monster from your Deck. Special Summon a Spellcaster from your Deck with the same Level as the selected Spellcaster Monster during your 2nd Standby Phase after this cards activation. (This Special Summon is treated as a Normal Summon.) When this card is removed from the field, destroy the monster. When this card is destroyed, destroy the monster.

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Fix:

 

When this card is activated, send, from your Deck to your Graveyard Level 3 or higher Spellcaster-Type monsters, and select 1 Spellcaster-Type monster from your Deck. Special Summon 1 Spellcaster-Type monster from your Deck with the same Level as the selected monster during your 2nd Standby Phase after this cards activation. (This Special Summon is treated as a Normal Summon.) When this card is removed from the field, destroy the monster. When this card is destroyed, destroy the monster.

 

There you go.

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Username: Riku

Card to be rated: MacromoniustheDarkAncient.jpg

EFFECT: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 monster, Spell and Trap Card in your Graveyard from play. When this card is Special Summoned, remove the top 10 cards of your Deck from play. Increase the ATK of this card by 100 for each monster removed from play. When your opponent Summons a monster, you can return 1 card that has been removed from play to the bottom of your Deck to put 1 Macro Counter on this card (max. 5). Once per turn, if a monster would be removed from play, you can instead remove 1 Macro Counter from this card for each monster that would have been removed from play instead. By Tributing this card with 5 Macro Counters on it, remove every card on the field and in your Graveyard from play. Inflict 100 damage to both players for every card removed from play by this effect. In addition, if your opponent removed 4 or more cards from play by this effect, he/she can draw 2 cards.

Favourite monster type: Spellcasters

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