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Ideas to Use the Full Potential of Existing Mechanics?  (Read 29327 times)

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Jake

Hello! So, it is no secret that many of us here have come up with several Custom Mechanics for the Yu-Gi-Oh! game. While in turn, the originality is AWESOME - We also need to realize that there are some unexplored areas within the already existing mechanics which KONAMI have made. We've seen Fusion Monsters without the use of Poly, Synchros with multiple Tuners and Synchro Tuners, Xyz Rank-Ups, but what else? What else haven't we discovered? Has every mechanic in the game so far been completely explored?

I would personally like to see some of our card creators to come up with interesting, possibly new, ways to max out the potential of already existing mechanics, rather than just making a lot of custom mechanics every month or so.

This being said, I'm wanting thoughts! Currently, I've had the idea of making an all Tuner archetype that Synchro Summons using only Tuners. I really want to explore what else these mechanics have to offer!
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Best regards, the Chin
 

Chadook

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I've been trying a lot with existing mechanics, such as Ritual Summoning Ritual Monsters from the Pendulum Scale, FLIP Xyz Monsters, Fusion Monsters use the mechanic of Transformation Summon.
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Jake

I've been trying a lot with existing mechanics, such as Ritual Summoning Ritual Monsters from the Pendulum Scale, FLIP Xyz Monsters, Fusion Monsters use the mechanic of Transformation Summon.

Transformation Summon?
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Chadook

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It is a manga Summon concept used for Masked HERO. in the TCG/OCG it's Neo Bubble man using Metamorphosis.
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Jake

It is a manga Summon concept used for Masked HERO. in the TCG/OCG it's Neo Bubble man using Metamorphosis.

Ah, I see
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Chadook

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It is a manga Summon concept used for Masked HERO. in the TCG/OCG it's Neo Bubble man using Metamorphosis.

Ah, I see
Pretty much, i don't have much ideas for Synhros. Now, Machina Fortress-esque Link Summon.
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Jake

It is a manga Summon concept used for Masked HERO. in the TCG/OCG it's Neo Bubble man using Metamorphosis.

Ah, I see
Pretty much, i don't have much ideas for Synhros. Now, Machina Fortress-esque Link Summon.

What do you mean by "Machina Fortress-esque Link Summon"?
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LHK (Nick)

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I think he meant by "breaking the monster into its Materials once it leaves the field". Dunno.

I have an idea which I called "Dimension Synchro". It is done by a card effect (like how Arc-V!Crow had anime!Gofu and "Phantom Synchro" Summons from the Graveyard) by Tuners. What they do is banish said Tuner and 1 or more non-Tuners from the GY to Synchro Summon a Synchro Monster whose Level equals the sum of Levels of the monsters you banished. BUT, due to the same effect, that monster is banished if it leaves the field, compensating for "cheating" into cards like Crystal Wing just by Level summing.

I will come up with an example card later, if you want details of what I had in mind, but it is in a beta stage.
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Kinny

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A small list of "Traits" existing mechanics have; That is to say, what they inherently interact with.
Simply picking a few of these and playing with them can make an archetype which has a unique feel in how they approach the summon. Heck, even removing a few of these can make something unique and standout.
Probably my favorite method of design is to take two mechanics and combine them into one archetype. With this approach, you can take traits from two categories, making unique effects by just making one the cost or condition and the other the payoff! A great example of this is Shaddolls, which use "By a card effect" both as something triggered by Fusion, and as a punish for your opponent destroying FLIP monsters before they can use their effects.

FLIP:
  • Face-down monsters (and by extension, not face-up)
  • Set (the action of putting a card face-down)
  • Flipped face-up
  • Triggered by your opponent attacking them (effects that work well during Battle Phase help here)

Gemini:
  • Normal Summon
  • Normal Monsters

Spirit:
  • Cannot be Special Summoned
  • Return to the hand
  • Empty field
  • Normal Summon/Flipped face-up
  • Effects you use every turn (Kinka-byo)
  • A drawback on effects you want to keep on the field (Iwato)

Ritual:
  • Levels of Material
  • Level of Ritual
  • By Card Effect
  • Not Extra Deck Monsters
  • Tokens

Fusion:
  • By Card Effect
  • From Location A to Location B
  • Tokens

Synchro:
  • Levels of Material
  • Leaves the field
  • Tuners
  • Tokens

Xyz:
  • Levels of Material
  • As a Xyz Material
  • Lack of Levels (Burden of the Mighty, Gravity Bind)
  • Detach materials
  • Number of materials

Link:
  • Pointed to by a Link Monster
  • Pointing to a thingy
  • Linked Zones (See the Topologic monsters making this relevant)
  • Special Summon from Extra Deck (Consider that Goyo Defender needs Links to operate at full efficiency)
  • Tokens


Might add more to this as I think of it? ^_^
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Leòmhann

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Kinny you kinda just necrobumped this topic...

And since you have I’m just gonna mention LV monsters. Yes they’re actually an archetype but they pretty much have their own mechanic. It would be fun to see what people could do with it. I think it would be cool to see a Ritual LV monster deck. Or something else.

(I’m curious. Has no one tried making a quickplay pendulum yet? One that can be placed face down?)
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Kinny

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It's a pretty important topic, and I was of the opinion that making a new one would cause the ideas hereto to be lost, which was something I didn't want to happen. ^_^

LV, as a mechanic of monsters that upgrade into higher forms, is something that I'd like to see developed on more, agree! The closest custom I've seen (outside of straight "LV" support) is the "Levelution" archetype, where the members were designed to flow into each other, but also had the ability to "add their LV". For example, you could tribute the Lv3 and Lv2 to "Level Up" into the Lv5. This introduces a lot more flexibility, and forms of "alternative progression" like this are something I'd like to see more!
Also, LV is fairly close to Ritual in terms of their weaknesses, but whereas Ritual requires you to have both Monster and Spell (and material), and both Monster and Spell are traditionally bricks on their own, all higher-Level LV monsters are traditionally straight-up bricks in all situations. As such, taking a note from Ritual and giving them alternative hand utility would be a good way to go about improving them!
Of course, one way to do this is to take a page directly from Nekroz and make the higher-Level monsters have Spell/Trap-like effects in the hand. The previously mentioned Levelution's big win condition Level 10 could be discarded to get the Lv1 (and since they couldn't LVUP to the GY easily, this served as a powerful design tool by making players run more copies so they'd always have one in Deck and could use the utility if they drew one- The exact opposite of how it's status("High-Level Brick") would have normally dictated its usage (to 1 copy).
An alternative was one I tried myself when I tried an LV archetype (sub-archetype?) where the higher-Level monsters had an inherent SS procedure to tribute their lower form, skipping the hoops of meeting your usual LVUP procedure in exchange for going -1 instead of +0 on the summon. This... could use some work since it kinda just upgraded them to the strength of Rituals without an anti-brick effect; Requiring 1 specific card on field and 1 specific card in hand. '^_^

Quickplay Pendulums can't exist, at least not in that way; Pendulums cannot be placed face-down by any circumstances, it's in the comprehensive rules. ;^_^
Quote
(Pendulum Monsters) cannot be Set face-down, and you cannot replace a card in the Pendulum Zone with another Pendulum Monster.(裏側表示でのセットはできない。また、既にペンデュラムゾーンにあるカードを、墓地へ送って新たなペンデュラムモンスターに置き変える事はできない。)
That said, Pendulums that place themselves into Pendulum Zone from hand or GY or Extra with a certain trigger would be doable, and actually pretty interesting! >o<
Otherwise, make Pandemoniums. XD
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Leòmhann

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This might be broken (that's what QC is for) but what if someone made a LV sub-archetype with an engine focused on sending the higher level LV monsters to grave for stuff like draws (probably a +0 draw) or field popping. And then instead of having the LV monsters LV up by summoning the higher level LV monsters from hand or deck they summon them from hand or grave? This would make the higher level LV monsters less of a brick (you could technically still brick if you don't draw the right spell). Or you could make these hand effects of the higher level LV monsters. Like "Discard this card and draw 1 card" or "Discard this card add 1 "archetype" monster to your hand from the graveyard". I think it would be a pretty interesting archetype. Granted there are like a billion cards that could stop them but that's a good thing since it means they aren't majorly over powered. I don't have any time to make a new archetype for this so if anyone wants too, feel free to do it yourself.
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meedogh

Oh long time no see Pal.
Anyway, LVs have a lot to be expanded, but i think it's no one being interested in them anymore is the problem.

Also a discard for Draw 1 would be abused Generically though.
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Leòmhann

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That's only because they never got any new support until Konami made the new swordsman and the new magician. And it would only be abused if you didn't add restrictions. Like it preventing you from using monsters outside of the subarchetype or the LV archetype.
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meedogh

Yeah, it has a space of experimenting, it's just not being expanded by Konami, but they did a 180 turn and made a whole pack about Rituals, hopefully they can do that for the stuff that has potential to be good.



excluding Gemini, those are useless as heck
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