Yu-Gi-Oh! Wiki
Yu-Gi-Oh! Wiki
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==Mini/Micro Versions==
 
==Mini/Micro Versions==
  +
Sorry if I'm "stealing" your forum, but here are some ideas for less-powerful cards you may like.
  +
 
As you may know, certain cards dominated the game from time to time. Perhaps a miniaturized version would have been better:
 
As you may know, certain cards dominated the game from time to time. Perhaps a miniaturized version would have been better:
   

Revision as of 15:25, 5 May 2011


Bit of an odd point of discussion. I've also considered raising this on some other Yu-Gi-Oh sites, but I concerned about negative responses.

Basically I'm working on a slightly different version of the game for fun to try out different rules and "fix" many older and broken cards by giving them new, better or tweaked effects.

I've had a couple of ideas and I am tempted to hear what people potentially think about them. Remember that this is all work in progress and I'm purely throwing around ideas.

Please note that these new rules are not intended to be used on all existing cards and are intended for use in only the cards I've currently worked on. There may be something that upsets some of my new ideas but I might not know until I come to it.


Level Scaling

Currently I have a new rough idea for a slightly altered level scale. With it, to compensate for their lack of effects, Normal Monsters will have up to 500 more ATK than other types. This essentially means that a top end Level 4 Normal Type monster could have 2000 ATK while a Level 4 Effect Monster will be reduced to 1500 ATK, unless it has some kind of downside. This is still a little flexible though.

Another point is that Level 7 and 8 Normal Monsters would have their ATK redistributed, so currently Blue-Eyes White Dragon is 4000, Dark Magician is 3500 and Red-Eyes Black Dragon is 3400. I have also considered increasing the standard Life Point amount to 10000 to compensate.


ATK/DEF amounts

I am also doing away with any "odd" amounts on older cards as well as rounding up (or down if I feel) any 50's, so everything is at least in 100's. This is a personal choice to simplify Life Point calculations.


Battle Phase

I want to simplify this. I personally feel that the current game is far to convolutes and it ostracises new and inexperienced players. I know that more veteran players might disagree with me here, but when a monster attacks you then get to activate cards and effects and your opponent can counter them. Once that's over the only cards that activate are ones which specifically do when attacked or destroyed i.e. searchers.

I'm expecting the worst reaction to this.


Attack Language

I'm trying to remove all the different terms and meanings for when a monster attacks. For now it is simply considered "an opponent's monster attacking".


Targeting and Non-Targeting

Oh how I hate the confusion that surrounds this one. Currently my answer is simple: if an effect targets it will include the word "select", if it does not then it doesn't target. Of course this makes my effect text for cards like Sakuretsu Armor a bit odd: "Activate only when an opponent's monster attacks. Select the attacking monster. Destroy it."


"Activate only" = condition not effect

Not certain if this ruling already exists, but "Activate only" is a condition and not an effect. Whatever comes AFTER the "Activate only" line is the effect proper. Using the Sakuretsu Armor example from above:

Condition: "Activate only when an opponent's monster attacks."

Activation: "Select the attacking monster."

Resolution: "Destroy it."


Attribute/Type/Archtype

I want to encourage these more and give them all their own styles and quirks. Advantages and disadvantages over other types that won't come down to weakness and resistance, but merely inherent features that happen to work well against certain Attribute/Type/Archtypes. Some already do, and that is good, but many are superior and inferior to others.


Staples

Basically getting rid of as many of them as possible, perhaps by adding severe costs to their effects or, and I'd honestly prefer this, redistributing them as Attribute/Type/Archtype support. I want the game to be less about people having the same 10+ or whatever staples, plus their top tier deck cards and more about people building decks that suit them more.


Fusion

An idea I've considered for my alternate game is doing away completely with Polymerization, and you simply need the correct cards in your hand required to fuse, but cards that fuse monsters in the Graveyard, Deck, etc will remain. So to fuse Blue-Eyes Ultimate Dragon you just need the former in your Extra Deck and three Blue-Eyes on the field or in your hand. I would possibly cut down on Fusion substitutes to compensate.


Ritual

Ritual monsters have always been amongst the worst Types to be used and supported. I've considered doing away Ritual Spells and simply requiring you to discard (and I'm also considering remove from play) cards on the field or in your hand whose level equals or exceeds the amount on the Ritual Monster card. I think that this would at least make Ritual Monster more usable.


Union

Union Monsters will be covered in the rulebook and they will all share the same basic effect. What monsters they can be equipped to will be on the cards themselves along with what effects they give those cards.


Piercing Effects

These will no longer be represented by the overly lengthy text and will instead use the following text: "This card inflicts Piercing damage." What piercing damage is, like many other effects, can be covered in the rulebook.


Language

I have also considered using English over American English, perhaps to help distinguish the game from the one it is based off and make it more personal, but currently I am not doing this.


Pleas note that this is NOT be having a go at the creator nor Konami. It is just my personal take on the game and is intended to go side-by-side with it. Please remember: I'm doing this for FUN.

There is also a lot more I could cover as well as attempting to show what progress has been made so far, but I'll leave that for now.

Mini/Micro Versions

Sorry if I'm "stealing" your forum, but here are some ideas for less-powerful cards you may like.

As you may know, certain cards dominated the game from time to time. Perhaps a miniaturized version would have been better:

Lightsworn Dragon of the Judgment:

3000/2000
Level 8
Dragon
LIGHT
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having at least 6 Lightsworn monsters with different names in your graveyard. Once per turn, you can pay 1000 life points to destroy all other cards you control. Then, destroy a number of cards your opponent controls up to the amount of cards sent to your graveyard by this effect. During each of your End Phases, send the top 4 cards of your deck to the graveyard.

Why its a lot more balanced: It's harder to summon. It also requires a greater sacrifice-if you get rid of a lot more of your cards you can get rid of a lot of your opponent's cards. It's still a 3000 attacker but you lose a lot of that "insta-advantage".

Dark Armed Dragon Level 5:

2400/1700
Level 5
Dragon
DARK
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having exactly three DARK monsters in your graveyard. Up to twice per turn, you can remove from play one DARK monster in your graveyard to destroy one card on the field. This card cannot attack the turn that you activate this effect.

Why its a lot more balanced: You can only use its turn up to twice instead of three times per turn and it can't attack. It's also a lot weaker meaning that it probably wouldn't last very long. It also retains the previous weakness of an exact quantity necessary for its summon.

Salvage Cat:

300/200
Level 4
Beast
EARTH
Once per turn, you can tribute any number of monsters you control then Special Summon an equal amount of Level 4 or lower Beast-type monsters (except for "Salvage Cat") from your deck or graveyard. If you Special Summon more than one Beast-type monster from your deck, destroy this card and you take 2000 points of damage.

Why its a lot more balanced: You have to tribute an equal number of monsters-yes, you can convert Tuners into non-Tuners and vice-versa and you get a search but it's much less powerful. You can only Special Summon one Beast-type monster from your deck (so you may need a bit of graveyard set up first. Makyura the Reckless:

1600/1200
Level 4
Fiend
DARK
You can activate trap cards from your hand on the turn that this card in your graveyard is removed from play. While in your graveyard, this card can only be removed from play by the effects of Spell cards.

Why its a lot more balanced: Very limited removal (Soul Release) instead of incredibly easy activation.


BobaFett2 (talk)