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tripledawn

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  1. How about this? Slingshotsaurus Type: dino / air / pendulum / effect stats: level 5 / scale 6 / atk 2000 / def 2000 pend text: (Quick Effect): Target 1 Pendulum monster you control; Special Summon this card from your Pendulum Zone, then place that monster in your Pendulum Zone. You can only activate this effect of "Slingshotsaurus" once per turn. monster text: (Quick Effect): Target 1 card in your Pendulum Zone; Special Summon that monster from your Pendulum Zone, then place this monster in your Pendulum Zone. You can only activate this effect of "Slingshotsaurus" once per turn. Next up: a card that uses face up extra deck to summon a link monster
  2. Interesting note to add to the xenolocking talk point. Some of the most interesting cards (and popular) cards printed in recent years have a lesser restriction on them i.e. 'the rest of the turn, you can't summon/activate effects of X', to promote deckbuilding and player expression. - Just look Dogmatika and how it still affects the game. - more interesting restrictions like 'normal summon cannot activate effects' has led to Brave Token engine adoption by Phantom Knights and other archetypes that don't need their normal summon. Making architype with a splash-able engine can toe the thin line between unplayable and broken, so some care might be needed... but definitely worth exploring.
  3. I've been bouncing this idea around for a while - Spirit Extra-Deck Toolbox. You'll have a link 1 that summons an extra deck spirit monster every turn (as interruption or advantage gain), only for them to go back to the extra deck in the end phase... and maybe a link 4 or something that summons a bunch of them for aggressive plays. Main issue is that the singles come out far too tame (both on the thematic front and mechanical one) or too wild.
  4. Thanks for the guide, surge. I'd like to add a couple of talking points to it, based on my own experience. 1. When coming up with archetype concepts, I try to imagine the hand movement of the player // flow of cards when resolving the cards. Are my cards // hands doing something that hasn't been done to death already? Can I imagine a player resolving a mechanic and having fun doing it? A few examples to try and explain what I'm saying. - Witchcrafters want you to discard a hand full of spells to power their abilities, only to have those resources come back in the EP. Causing massive swings in card advantage. - Codetalkers / Prankkids want to vomit their main deck to power their extradeck climbs - VW mill their combo pieces, then banish those, then shuffle them back. Then do it again next turn. 2. Is there a large amount of things you do to resolve your cards // between cards? would an opponent be able to follow what's happening? IMHO, walls of text should be kept to minimum. It's one thing if your boss // payoff // main combo piece is doing a whole bunch of things for you, but if you've got more then one or two of those in the deck... then it's very likely you - a. are trying to explain a mechanic that's too complicated or b. made cards that simply do too much, on their own You should try simplify the text, or split the mechanics in between multiple cards. Hopefully you find a way to do these in a satisfying way without breaking anything, as things can get very interesting with a bit of creativity. ----------- hope this helps! have fun coming up with cool ideas.
  5. Fencing Fire Ferret Level 4 FIRE Beast / Tuner 1700/600 If this card is destroyed and sent to the Graveyard: Target 1 face-up monster your opponent controls; destroy that target, and if you do, you can Special Summon 1 "Fencing Fire Ferret" from your deck. You can only Special Summon "Fencing Fire Ferret" once per turn using this effect. Next up: Chaos Goddess
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