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Custom Mechanic - Rhythm Monsters  (Read 6083 times)

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Moses C.

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Rhythm Monsters

Rhythm Monster (ρ(リズム)モンスター, Rizumu Monsutā) is a custom Summoning Mechanic, created by Moses C.
A Rhythm Monster looks like this:

https://lhkpedia.miraheze.org/wiki/File:Rhythm_Monster_Base_Template.png

(For those who can’t open the link, the frame’s colour is sapphire blue with neon lights that represent a staff, 1 each on the upper side and the lower side. The upper staff has the sine wave, while the lower staff has crotchets.)

They start the Duel in the Extra Deck. Like Extra Deck monsters, they cannot be Special Summoned if they weren’t properly Summoned prior. If they would be shuffled into the Deck or bounced into the hand, they go back into the Extra Deck instead.

A Combo is a consecutive number of times a player has successfully played a card, for example, activating a Spell/Trap, Summoning a monster, successfully resolving a card effect and successfully attacking with a monster.

When it comes to Chain Links, if there is any 1 of your card effects in the chain that fails to resolve, such as being negated or it misses its activation timing; your Combo increases by 1 for each of those effects that succeeded resolving.

If all of your effects in the Chain Link have failed resolving, you must either return to Combo 0 and start over from scratch, or if possible, Rhythm Summon using your current Combo.

For example, Summoning a monster and activating its effect if Summoned 2 times each gives you a 4 Combo, then Special Summoning a monster from your hand with an inherent Summoning condition increases that Combo by 1, bringing it to 5 Combo.

When your Combo becomes equal to or greater than the Rhythm Rating of 1 of your available Rhythm Monsters in your Extra Deck, you can use that combo to Rhythm Summon.

In order to Rhythm Summon, you use any number of cards in your hand/field with the total number of original effects that equal or exceed the Rhythm Rating of the required monster as materials, stacking them under the Rhythm monster as “Notes”. The Combo and the total number of effects of the materials have to satisfy the conditions, such as “2+ Combo + 1+ cards with a total of 2+ effects” requiring a Combo of 2 or higher as well as the card(s) having a total number of effects that is at least 2 to be able to Rhythm Summon.

You may also use a Rhythm Monster among them, if so instead of the number of effects it has, its Rhythm Rating can be used, and by doing so the minimum Combo required can be decreased by that same amount.


For example, upon achieving a 4 Combo, a RHYTHM-4 can be Rhythm Summoned by using cards that have a total of 4 or more effects on them, such as 2 cards with 2 effects each, or a card with 3 effects and another card with only 1 effect.

If they control a RHYTHM-2, they can also use it, and by doing so they only need to expend 2 Combos and use cards from their hand/field with a total of 2 or more effects to Rhythm Summon it, using either only 1 card with at least 2 effects or 2 cards with only 1 effect each.

A card that is stacked underneath a Rhythm Monster becomes a “Note”. A card becoming stacked under a Rhythm Monster is referred to as a term “turn into a Note”.

You can manually (once per turn) or use a card effect to “play a Note”, by taking a card that was turned into a Note of a Rhythm Monster.

If it’s a monster, it is Special Summoned if under the right conditions. If it’s a Spell/Trap, it is activated if under the right conditions.

Any Note that is played has their effects reset, enabled to be used an additional time. It’s called a “Note Reset”, and can only be used once per turn on each card name. I.E. A copy of “X” that has turned into a Note and if a copy of “X” had already been played as a Note once per turn, another copy of “X” cannot be “Note Reset” 2 or more times, unless an active card effect says otherwise.

If a player earns a combo that reaches the Rhythm Rating of a Rhythm Monster they control, they achieve their Rhythm Monster’s “Full Combo”, and unlocks varieties of their bonus effects.

Design Notes: Rhythm Monsters, as well as their other mechanics are created through the inspiration of rhythm games, especially as they reward precision and maximised effort, which is the main aim of their creation.

Due to the potential abuse of RHYTHM-1s deriving from the rapid increase rate of Combos, Rhythm Monsters that are RHYTHM-1 have limitations.


Examples

Octave Tempo Rhythm Dragon
LV8/WATER/Dragon/Rhythm/Tuner/Effect
RHYTHM-6/2500 ATK/2500 DEF
2+ Combo + 1+ cards with a total of 2+ effects
If this card was Rhythm Summoned or has Notes, it becomes unaffected by your opponent’s monster effects, except Rhythm monsters, also Rhythm monsters you control gains 800 ATK/DEF for each Note on the field. Each time a Rhythm monster is Special Summoned: You can turn the top card of your Deck into a Note. If you achieve this card’s Full Combo: You can play its Notes up to the number of Level 5 or higher monsters on the field +1. You can only use this effect of this card’s name once per turn.

In order to be Rhythm Summoned, Octave requires using at least 2 Combo and any number of cards whose number of total effects are 2 or more, it can be a combination of using 6 Combo and 2 cards with 3 effects each, or using 2 Combo and a RHYTHM-4 as well as a card with at least 2 effects.
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