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Post by Forte on Mar 2, 2007 17:13:43 GMT -5
Just a place to put ideas for custom cards, for the Yu-Gi-Oh game, and where to get judgments of their value from those who know the game well.
Format, for clarity, should be something like the following.
Card Name Card Form - Monster/Spell/Trap Card Type - What kind of Monster/Spell/Trap. Such as effect or counter. Card Image - Optional. Describe the image. (For monster only - Type/Attribute/Level/Attack/Defense) Effect - If any, describe it. Rarity - How rare it'd be. Optional. Limit - How many allowed in a deck. Optional.
Now to clarify each section for those new to this.
Card Name - What do you call the card.
Card Form - If it's a monster, spell, or trap card.
Card Type - Sub-defining it. Like there's Normal, Effect, Fusion, and Ritual monsters. A Monster can be either Normal or Effect, but not both. Same for Fusion or Ritual. It has to be at LEAST one of these. A Fusion or Ritual can ALSO be an Effect monster, which is a way to say it has an effect on top of how you summon it.
Monsters also have a few sub-types beyond this, like Toon, Spirit, or Union.
Spells can be Normal, Continous, Field, Equip, Quickplay, or Ritual. Ritual Spells are needed to summon Ritual monsters.
Traps can be Normal, Continous, or Counter.
Card Image - What does the picture on it look like. Optional for those who aren't artful in describing it, and/or not able to draw it well.
Monster Type - This is the "species" of the card. This can be Aqua, Beast, Beast-Warrior, Dinosaur, Dragon, Fairy, Fiend, Fish, Insect, Machine, Plant, Pyro, Rock, Reptile, Spellcaster, Sea Serpent, Thunder, Warrior, Winged Beast, or Zombie.
Attribute - The "element" of the monster. This can be Light, Dark, Earth, Wind, Water, or Fire.
Level - The star level of the monster. This can be anywhere from 1-12 stars. Monsters level 5-6 need one tribute to be summoned or set normally, and 7+ need 2. Some card effects can get around that. Typically, the stronger the monster in values and effect, the higher the level needs to be to keep it fair.
Attack/Defense - Obvious, in that order. Normally, this is in intervals of 100, and it's not uncommon to see monsters of four stars or less with 1500 in either of these. Higher or lower is possible without being higher in level.
Effect - What effect does it have? If none, give it flavor text.
Rarity - If it were real, how rare would it be to get. Optional since it can be hard to judge this even for vets of the game.
Limit - If needed/wanted, specify how many copies can be used in a deck. No card can exceed 3 copies. Semi-Limited means restricted to 2. Limited means only 1. Banned means it is illegal in the Advanced Format, and probably Limited to 1 in Traditional.
I'll clear up more in the next post so people don't get dizzy reading through one post to understand all of this.
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Post by Forte on Mar 2, 2007 17:43:39 GMT -5
Here, I'll give more specific explanations of some card types.
Fusion - Fusion monsters don't start in a player's deck. They're part of a Fusion deck. Normally you need to fuse two monsters that can be used in the deck, using a Spell like Polymerization, to bring a Fusion out. There are some alternate ways to get Fusions out, but some Fusion monsters have effects preventing that, and others can be brought out without using Polymerization.
Ritual - Ritual monsters go in the deck, but can't be summoned the normal way. You need the matching Ritual Spell, or a Spell card that can substitute, in order to Special Summon them. When you play the spell, you follow the instructions for what you need to do before you can special summon the Ritual monster. Normally this is offering monsters until the total star count of them is equal to or greater than the ritual monster's actual star count, though occasionally there are other requirements.
Effect - Effect monsters can have a variety of effects, and ways to use them. Some have "Flip:" before the effect, meaning it needs to be set face-down, then somehow flipped up, such as in battle or manually, to use the effect. Others can use it anytime, and others still can only use it on your turn. An equally large variety of "costs" are also possible. Go nuts with this one, I'm here to help explain what's a "weak" effect, what's good, and what's too good to be fair.
Toon - Some monsters have a sub-type called Toon. These monsters are all Effect monsters, because the Toon Sub-type has, generally, a unified effect they all share. However, for purists, as the game grew, the "toon" effect has been rewritten for clarity, only to change the implications. This broke it down into "Type A, Type B, Type C" toons, but they're all considered just Toons. Toons usually revolve around having the spell card Toon World active, and all three types are destroyed and sent off the field if Toon World is, but most can attack the opponent directly and ignore their monsters.
Type A has to pay 500 LP to attack, but the monsters count as Special Summoned when you summon or tribute summon for them. However, they can't attack the turn they're summoned, and you can't summon them unless Toon World is active. Type A has no effects besides the Toon Effect.
Type B is a unique catergory only Toon Dark Magician Girl fits under, and is possibly the strongest type. Unlike A, it can attack the turn it's summoned, and there's no lifepoint cost to attack. It still needs Toon World though. Type B may or may not necessarily have to have an effect besides the Toon Effect, since it has the same effect as Dark Magician Girl as well, so feel free to give effects or not, depending on if you make Type B toons.
Type C is the "modern" Toon. These Toons don't need Toon World to be summoned, but they count as Normal Summons, limiting the summoning of them to the normal summon rules. They also can't attack directly without Toon World, or attack at all on the turn they're summoned. However, they all have effects besides the Toon effect. If you make Type C, be aware you need to include an extra effect, even if it's negative like Toon Goblin Attack Force's.
Spirit - Spirit Monsters are a name for monsters with the following unified effect. You cannot Special Summon Spirit monsters under any condition. They also return to the owner's hand at the end of the turn they were summoned or flipped face up. Strict conditions, but they all have effects beyond this, and a Spirit is generally very powerful in power or effect. The most infamous example, Yata Garasu, only has 200 attack, but if it attacks the opponent directly, they have to skip their Draw Phase on the next turn. This spawned the creation of the Yata Lock, and ultimately got the card banned in Advanced Format. Spirits, like Toons, have some card type support.
Union - Unified effect again. This time, a Union monster can turn into an equip card and equip to a monster, or unequip and special summon back as a monster. But you can only do one of those per turn, once per turn, and most Union monsters specify which monster they can equip to, as well as specify you can only equip 1 Union monster to A monster. If the equipped monster would be destroyed in battle, normally the Union monster is destroyed instead. What exactly they do while equipped, however, depends on the monster.
Spell Types
Normal - You can play this from your hand, to get an effect. Simple.
Field - this is the same, but it doesn't take one of the normal Spell/Trap zones. It becomes an effect that works for both players normally, such as increasing the attack of a certain monster type or attribute, or getting bonuses for certain situations. Only 1 field card can be active at a time, and if a new one is played, the old one goes to the grave.
Quick-play - Can be played like a Normal Spell, or you can set it and use it like a Trap card, including the fact you can't activate it until the next turn if you do. You can also activate this from your hand at anytime during your turn, and not just the Main Phases like normal spells.
Continous - Played normally, but these remain on the field once played. Their effects normally stay in effect as long as they do. If they have a cost to be paid each turn to stay active, normally one can ignore the cost, at the drawback of losing the card.
Equip - These are equipped to a monster, and usually grant an effect, like increasing attack, or allowing it to deal damage through a Defense Mode monster. Sometimes they have negative effects, meant for you to use on the opponent.
Ritual - See the explanation for Ritual monsters.
Trap Types
Normal - Unlike spells, these MUST be set before they can be used, unless another card's effect says otherwise. You can't activate them until the next turn. This is how ALL trap cards work.
Normal Traps can usually activate at any time, but some have specific times that are the only time they can activate.
Continous - Same as Normal, but these stay active, usually keeping the effect with it. See Continous Spells for some clarity.
Counter - These can ONLY be activated in response to something the opponent does, but these usually trump all other effects in priority. An example is a counter-trap designed to negate a summon, will take priority over Jinzo's effect that negates traps, PROVIDED Jinzo was the monster being summoned. If Jinzo was already on the field, Jinzo prevents you from using traps in the first place.
Next post I'll give examples of how to make a card.
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Post by Forte on Mar 2, 2007 18:02:11 GMT -5
Card Name: Manga Jinzo Card Form: Monster Card Type: Effect/Toon (Type "D") Card Image: Jinzo wearing a straight jacket, in a toony jumping pose. Type: Machine Attribute: Dark Level: 6 Attack: 2400 Defense: 1500 Effect - This card cannot attack during the same turn it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, this card is destroyed. If "Toon World" is on your side of the field, this card negates your opponent's Trap Cards and prevents their activation. Rarity - Ultra Rare Limit - 1 per deck.
In this example, I created not only a card, but a Type for Toons. You're not limited to what exists, but knowing what exists can help to make something.
In Type "D" in this example, they're Toon/Manga versions of popular cards, whose effects don't work without Toon World, but are altered or upgraded versions of the effect. For the stronger ones though, they forfeit the Toon direct attack ability to keep them fair. The original Jinzo negates "all" traps, including yours unless you use a special equip card on it. Manga Jinzo naturally negates only the opponent's traps, but needs Toon World active to negate "any" traps. In this way, Manga Jinzo is more dependant on another card to function than the original is, despite the better effect.
Remember, the normal game rules apply, except when an effect says otherwise. Don't be afraid to explore the possibilities when making cards.
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Post by Forte on Mar 8, 2007 22:21:05 GMT -5
Okey dokey, no interest yet, means I MAKE THE TOOONS!
Blue Eyes Ultimate Toon Dragon Card Form - Monster Card Type - Fusion/Effect/Toon (Type "D") Card Image - Blue Eyes Toon Dragon, with three heads, one with a Santa hat, one wearing a Jester cap, the third wearing "cool guy" sunglasses in a cheesy expression to try to look cool. Type: Dragon Attribute: Light Stars: 12 Attack: 4500 Defense: 3800 Effect - [Blue Eyes Toon Dragon]+{Blue Eyes Toon Dragon]+[Blue Eyes Toon Dragon] This monster can only be Special Summoned from the Fusion Deck by fusing the correct monsters. This monster cannot attack the turn it is Special Summoned. If "Toon World" is destroyed, this card is destroyed. If "Toon World" is on your side of the field, this monster can attack directly, OR attack three times in a row this turn. If it is to attack three times, none of these attacks may be directly to an opponent's life points, and the attacks end if no other option is possible. Rarity - Ultra Rare Limit - Unlimited/3 per deck.
Toon Garasu Card Form - Monster Card Type - Effect/Toon (Type "E", as in Parody) Card Image - The image is a multi-eyed crow, sitting at the bottom of a tree, leaning on it. It's comically bloated, tongue hanging out, with a mess of mostly-eaten apples laying around it. In the lower left corner, a worm peeks from the lone uneaten apple, and sweatdrops at the sight. Type: Fiend Attribute: Wind Level: 2 Attack: 200 Defense: 100 Effect - If "Toon World" is on your side of the field, this card's summon counts as a Special Summon, and it may attack your opponent directly. If "Toon World" is destroyed, this card is destroyed. If this card inflicts Battle Damage to your opponent, your opponent draws two cards. Rarity - Uncommon. Limit - Unlimited/3 Per Deck.
Toon Emperor Dragon - Envoy of the Pun Card Form - Monster Card Type - Effect/Toon (Type "E") Card Image - T'is the same illustrious monster of a dragon as Chaos Emperor Dragon, except it's wearing a toony Kabuki Mask, wielding a sign with a "No Crow" symbol on it as a weapon. Type: Dragon Attribute: Dark Level: 10 Attack: 3000 Defense: 2500 Effect - This monster cannot be Normal Summoned or Set. This monster can only be Special Summoned by removing 1 Light and 1 Dark Attribute monster in your graveyard from play, and both monsters must be Toons. This monster cannot attack the turn it is Special Summoned. If "Toon World" is destroyed, this card is destroyed. When "Toon World" is on your side of the field, by paying 1000 LP, both players discard their hands, and draw the same number of cards they had. You may only use this effect once per turn. If you use this effect more than once, this card's attack and defense are halved. Rarity - Super Rare Limit - 1 per deck.
Black Toon Soldier - Envoy of the Gag Card Form - Monster Card Type - Toon (Type "E") Card Image - Same as Black Luster Soldier - Envoy of the Beginning. Except the face has a bulbous nose, buck teeth, tongue hanging out, and crossed eyes. A bad imposter. Type: Warrior Attribute: Light Level: 10 Attack: 3000 Defense: 2500 Effect - This monster cannot be Normal Summoned or Set. This monster can only be Special Summoned by removing 1 Light and 1 Dark Attribute monster in your graveyard from play, and both monsters must be Toons. This monster cannot attack the turn it is Special Summoned. If "Toon World" is destroyed, this card is destroyed. If "Toon World" is on your side of the field, this monster may attack twice this turn, if it destroys a monster by battle with the first attack. You must halve this card's attack to use this effect, and it stays halved while it is on the field. Rarity - Super Rare Limit - 1 per deck.
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Post by Forte on Mar 8, 2007 22:51:57 GMT -5
Toon Infecting Virus Card Form - Monster Card Type - Effect/Toon (Type "E") Card Image - Blue Eyes Toon Dragon blowing it's nose hard into a hanky. It's also spraying snot on Manga Jinzo, who recoils in shock at this. Type: Aqua Attribute: Water Level: 4 Attack: 1600 Defense: 1000 Effect - If "Toon World" is destroyed, this card is destroyed. Discard 1 card, to decrease 1 monster's attack by 600 until the end of the turn. You may not target a different monster than the original target of this effect, until the attack decrease ends, or the targeted monster has left the field. Rarity - Rare. Limit - 1 per deck.
Witch of the Toon Forest Card Form - Monster Card Type - Effect/Toon (Type "E") Card Image - An anime-style Witch of the Black Forest. She has on a witch's hat, and very chesty, though that's covered. She's riding a witch's broom, with a cute grin. Type: Spellcaster Attribute: Dark Level: 4 Attack: 1100 Defense: 1200 Effect - If "Toon World" is destroyed, this card is destroyed. When this card is sent from the field to the graveyard, add 1 Spell or Trap card with "Manga" or "Toon" in it's name, or an effect that specifies Toon monsters from your deck, and add it to your hand. You must show the card to your opponent to verify it is a legal target. Rarity - Super Rare Limit - 1 per deck.
Manga Critter Card Form - Monster Card Type - Effect/Toon (Type "E") Card Image - It's Sangan, except he's being chased by a horde of Kuriboh and Winged Kuriboh Type: Fiend Attribute: Dark Level: 3 Attack: 1000 Defense: 600 Effect - If "Toon World" is destroyed, this card is destroyed. If this card is sent from your field to the graveyard, add one Level 4 or lower monster with "Toon" or "Manga" in it's name from your deck to your hand. You must show it to your opponent to verify it is a legal target. Rarity - Rare Limit - 1 per deck.
Toon Soldier Card Form - Monster Card Type - Effectl/Toon (Type "E") Card Image - Archfiend Soldier, in a stock anime hero pose. Manga Critter peeks from behind him, with a sweatdrop, and Witch of the Toon Forest gives him the cold shoulder. Type: Fiend Attribute: Light Level: 4 Attack: 1900 Defense: 1500 Effect: If "Toon World" is destroyed, this card is destroyed. If a Toon monster with a level Equal to or Lower than that of this monster is on your side of the field, your opponent may not target it for battle while this monster is face-up on the field. Rarity - Common Limit - 3 per deck.
Manga Buster Blader Card Form - Monster Card Type - Effect/Toon (Type "D") Card Image - Buster Blader sweatdrops, because he sees Witch of the Toon Forest has BIG heart eyes, looking at him. In the background, Toon Soldier looks dejected, in anime horror. Type: Warrior Attribute: Earth Level: 7 Attack: 2600 Defense: 2300 Effect - This monster cannot attack the turn it is Normal Summoned, Set, or Special Summoned. If "Toon World" is destroyed, this card is destroyed. Increase the attack of this monster by 300 for each Dragon Type monster on your opponent's field and in their graveyard. If "Toon World" is on your side of the field, also increase if for each Toon monster in your graveyard. Rarity - Common Limit - 3 per deck.
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