hipster_marshmallow101

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About hipster_marshmallow101

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    I played spellcasters before it was cool...
  • Birthday 08/30/89

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  1.   And this is a problem why?   Like Lauren said, crescent seems terrible in theory-oh, actually good in practice.  If you're drawing twice per turn with inf cards in hand who cares if it is dead lategame? I remember suggesting the card before for that reason, and even suggesting heliosphere for those reasons and getting negged to high hell, what changed?   I still stand by the fact that my original strategy for the deck has been what everyone has morphed their builds into and that is: Run a low amount of monsters and little to no traps, clear through the deck so that all that is left is spellbooks, and recycle them in combos. Back when Empress was a viable option because we didn't have cards like judgment, the strategy stayed similar on my part at least.   Crescent seems like it's a good open, but heliosphere is like a themed duality that can turn into a stupid easy +1 late game, or even early to mid game if you manage to pull off a strong judgment play.
  2. This thread is just making me angry. Need to test out the meta to decide how I want to build this. From what I've been exposed to, getting around big dragons that never go away is a big issue, and Kycoo is a big solution. From there, that EEV card wrecks us in g2 and g3, so there needs to be a contingency plan for that. I imagine creating a build that sides into traps. I am failing to see the utility in crescent, perhaps I am missing the easy way of getting it in the GY to copy with Master, or are we really talking about running a card with the sole intention of it being good if and only if we open it?
  3. I was actually considering this, rituals can be all kinds of crazy under these mechanics. Probably a bad choice of words.
  4. I have a 3 day weekend starting Friday, expect results.
  5. Yes is the short answer. And 100 cards may not be enough, as stated. I'm 100% open to suggestions at this point. YVD with a custom set was my plan for a playtest. Spell and Trap subtypes are very much a factor, in the table top games I have been playing there are different kinds of spells and traps that the characters and  monster in game react to, and after seeing that parallel it became clear to me that YGO was an interesting reincarnation of that. Considering a card with this kind of design: Quicken Spell Quick-Play Spell Chain to this card a Spell card with Spell Speed 1; its effect is treated as a Spell Speed 2. The way spells interact with the game should be completely different from the way traps do.
  6. The goal was to put our heads together to avoid that. Actually devise different strategies for different card types, OP was just spitballing ideas for how it could work.
  7. So I was looking at the way the game has been over the past few years, and for nostalgia's sake I rewatched a couple of old episodes of the original cartoon and I thought to myself about the mysticism and depth that the game seemed to have, that really turned into a lot of bad things over the course of the past decade+. And the, I thought to myself: "what if yugioh started over?" I decided to start playing with some ideas about how certain mechanics work and about how card design was basically forced to evolve for the sake of maintaining balance. And it occurred to me that it would be a neat idea to try and come up with my own incarnation of the game with homebrewed cards, that used the base rule set, but followed some guidelines that we didn't realize were important until it was already too late.   Things to consider: 1) Resources need to matter. 2) Cards need congruence to function together. 3) Too much congruence leads to cookie cutter decks. 4) Niche mechanics are bad, and once they get hit by the banlist they disappear. 5) Too many things don't get used because of reasons 2-4.   Re experiencing the first season of yugioh there were a lot of ideas around that never seemed to actually happen because the game took things out of context and had a lot more fluff for the purpose of story telling. So rather than try and incorporate that, the game evolved and just ignored it. Things like machines being resistant to magic, dinosaurs being weak to fire, and other such things that had actually affected the games, but never got explained.   I have also recently been doing a lot of other table topping, mainly with RPGs, and I notices a lot of parallels between the way card games get played and the way other games get played. There are tier systems, there are niches, there are mechanics and rules. Taking those ideas and doing a yugioh Redux became a much more interesting idea than some crazy lopsided light bulb above my head one night when I was drunk.   Things in the game that are good and should be kept: 1) Card Types, the front row and the back row. 2) Summoning Mechanics and levels. 3) Resources being important, i.e. card advantage.   Things that should change: 1) Availability of power cards. 2) Reliance on luck. 3) Speed granted by power cards. 4) No cards should be considered worthless and ignored.   First, the main thing to note is that starting out, assume no cards exist, and that we (I) are making a core set based on some very simple principals. Power has a cost, and advantage matters. We can skip creating filler cards, and create a rule set that our designs fit into.   Games still start at 8000, you still draw 5 cards, you still have a draw phase, standby phase, main phase etc. Card varieties will remain the same, but there will be different ways of handling them. The main difference is bringing in the rules about Summoning Sickness and Special Summons. Other things have to do with making certain mechanics viable (such as generic fusions) and designing the cards around basic ideas about the way the mechanics should work.   Looking at changes: Monster cards   Still, there are two types of monster cards that exist in the players deck: Normal Monsters, and Effect Monsters. As a general rule, normal monsters will have more power than effect monsters, but effect monsters will have more uses as far as strategy goes.   Fusion Monsters and mechanics will change slightly. Fusions were played off as being super powerful and amazing ways to create super monsters that beat all kinds of ass. I want to keep that, make them matter. The only real way to do that is make fusions more attractive to competitive minded players i.e. they shouldn't waste advantage, and thus we have my first homebrew card: Fusion Normal Spell Banish from your hand, side of the field, or Graveyard, materials listed on a Fusion Monster Card in your Extra Deck; Special Summon that monster. Essentially, all fusions will work like Miracle Fusion, but making them easier to summon means we need to balance them. As a rule of thumb, since Fusions will be easier to bust out than pretty much all other extra deck monsters (advantage wise) they should lack utility. Thus, most fusion monsters will be treated like the Normal Monsters of the Extra Deck, that is, most won't have effects. They also need to be flexible. They won't have specific materials, most of them will just require monsters of different types. E.G. 1 Spellcaster + 1 Warrior, or 2 Dragons, etc.   Synchro Monsters require specific kinds of monsters (tuners) and they require the materials to already be on the field, thus they will be like the Effect Monsters of the Extra Deck. We will see monsters with cool effects, but less power stat-wise.   XYZ monsters are super easy to summon, but their effects run out of gas very quickly. These cards will have the bomb effects that would be game breaking if you could use them more than once or twice.   Ritual Monsters originally were the baddest of asses, and broke games in the original series. Their mechanics make them damn near unplayable in the competitive game unless the deck is specifically built for it. One of the main reasons is because of the need for pieces. Ritual Monsters will change the most, and will be held in the Extra Deck. They will be bosses, still difficult to summon, but worth it. Where fusions can use their materials from anywhere but the deck, rituals will require monsters on the field, but you will only need to draw the Ritual Spell Card appropriate for the card you want to summon. You can't just rip a Fusion off the top of the deck and drop a boss ritual, you need the correct ritual card to summon the ritual monster from your extra deck.   Monsters themselves have types and attributes. The attributes will stay the same but we will see a reduction in the number of types, mainly because there are just so many that it becomes worthless to expand on them. Each type will have certain game play styles associated with them that should ideally create the feel of Machines are super powerful, but immune to magic, and Dinosaurs are extremely powerful. The types will have the mechanics attached to them, rather than creating archetypes for the cards that create silly niche mechanics like spell counters, bushido counters, cards with X in their name, etc.   Attributes: Dark, Light, Fire, Water, Earth, Wind, Divine   The same seven as we currently have.   Types: Animal, Dragon, Elemental, Fairy, Fiend, Fish, God, Insect, Machine, Plant, Psychic, Reptilian, Spellcaster, Warrior, Undead   A lot of types that get affected by the same card types (like cards that affect all Beast, Beast-Warrior, and Winged-Beast cards) get consolidated, because for the most part, all the same cards work on them anyway, and mechanically there's no real reason not to consider them the same thing.   Beasts, Beast-Warriors, and Winged Beasts all become Animals. Aquas, Pyros, Tnunders, and Rocks all become Elementals. Divine Beasts and Creator Gods become Gods. Reptiles and Dinosaurs become Reptilians. Fish and Sea Serpents become Fish.   And by doing this we take 23 different types of cards and consolidate them into 15, this makes design a lot easier since there no longer has to be 20 different kinds of decks that affect all the types, less they just end up being ignored and worthless, and cards that affect multiple types can now just affect one type.   When we design the cards for the different types, rather than creating archetypes, the types should just have common themes that they follow, see: Psychics.   That said, types shouldn't require you to play all cards of one type, but at the same time a player who wants to theme their deck shouldn't be punished for it, thus the power level of cards should remain about the same between the different types, even if their strategies are a little different. For example, Insect cards could all be weak, stat-wise, but still be able to be competitive because their effects allow you to gain advantage card wise, where a Dragon or a Reptilian will make a huge stat wall that you have to somehow get around. Spellcasters should have some sort of relationship with Spell Cards, rather than creating a spell counter system, or making you count the number of Spellbook Cards you play in a turn, they should interact with the spell cards directly. Consider my new incarnation of Breaker. Arcane Magus Level 4 1400/1000 Once per turn: banish one Spell card from you hand, side of the field, or Graveyard; Increase this card's ATK by 500. Once per turn: reduce this card's ATK by 500 and target one Back Row card on the field; Destroy that target. It's a powerful card, but it requires you to have resources. You have to already have had spell cards in the Graveyard to use its effect, or you have to be willing to give up one of your own card advantage to use. Most Spellcaster types should follow this trend of using Spells to use their effects. No longer do we see dumb effects like spell counters, or cards that require you to use Mermail this or a Gladiator Beast. The effects will all work together. Basically I'm saying no Archetypes.   Changing the monsters is the biggest challenge of this endeavor, as it will take the most time to create mechanics that most types will adhere to. A simple look would be like: Animals: swarming the field with mediocre-powered monsters to not loose advantage Dragon: Big Bad Powerful Guys Elementals: varied by attribute, aquas will be water, pyros will be fire, rocks will be earth, and thunders will be wind. Expect the monarchs to all be this type. Fairy: Gaining LPs and outlasting your opponents attacks Fiend: Burning LPs but easy to get rid of Fish: reliant on field cards to use powerful effects, like washing away opponents cards. God: ummm, god cards, probably won't introduce them in my core set. Insects: low offensive power, but uses effects to gain advantage Machines: moderate power and partial immunity to spells/traps Plants: creates a lot of tokens, and uses tributing monsters as costs for effects Psychics: uses the banish pile for varied effects, tends to do a lot of searching and toolboxing Reptilians: raw power for dinosaur type cards, raw annoyance for frog like cards Spellcasters: uses spell cards to determine their effects Warriors: varied effects, often about increasing ATK or DEF Undead: bringing things back from the graveyard, a lot   Typically power should have a cost, that is, boss monsters will no longer exist in their current form. No JD like cards will exist here, and if they do, they will be Ritual Monsters and by default, the most difficult to summon.   Spell Cards: Spells are utility cards, they will work very much the same way they do now, but with some common restrictions: Power sweeps and removal will prevent attacking and won't be worth playing multiple copies of. Regular removal will never lead to positive advantage. Buffs will matter. Draw and Search power will have measures to slow things down. Special Summoning will always have a drawback.   Trap Cards: Trap Cards will also work very similarly to how they are now. Counter traps will be useful, but not overpowered. Removal and mass removal will be limited. Powerful continuous effects will have maintenance costs.   I'm looking to create a core set of 100 cards, preferably with the idea that it is 100% draftable. Expect a lot of powered down recreations of staple cards, and not a lot of useless filler cards, every card will be worth looking at for various reasons.   Anyone like this idea or am I crazy? #PharoahSignal #SummonPennington #Ireallyneedtogetlaid
  8. What are staples?  I do still own cards, and some shinies too.
  9. I love that this post answered every question I have.
  10. I haven't seen one of these threads in a while, and it definitely isn't updated. Been out for a while, looking to come back, what does the tier list look like? Important side options for countering the meta? The really bad niche card that people for some reason think is good and you have to account for even though it sucks? I want to get back into competitive shape before nats if possible.
  11. I'm stuck between dragon and electric.
  12. Y'all are behind, this card has been good since Ronintoadin was a thing.
  13. The original 13, and its sequel that got released years later are the best ones, for a total of 20 episodes. That said, the dub on the second part features Mona Marshall as Ryoko, and she butchers it imo.   Universe is on par, and is its own complete story and is really good.   I have yet to watch through GXP.
  14. Okay, so... am I coming back? In time for nats? Gonna make this deck? Don't need to learn the meta to win?   yup
  15. this cards existence is 100% my fault. It is all because I left the game, had I stuck around and still insisted on making spellcasters good, Prophecy would never have happened.    DGZ I have failed you, my leaving the game was the catalyst that destroyed the game   also someone pick up that phone, because i f*cking called it