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The Unofficial Deck Master Rules, Version 4.6 Goto Page: [] [<] 1 2 3 ... 4 5

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Lifisali

PostPosted: Sun Sep 26, 2010 11:43 am


[-Zera-]
Ignoring advice simply because of the way it's presented to you is the way of a fool.


Read what Zera said earlier and then this.

/wrists

So, I realized, I'll be taking everyone's advise/input/opinions/suggestions/etc more seriously. Doesn't mean I'll accept it, especially if you don't back it up. Blap.
PostPosted: Mon Sep 27, 2010 8:38 am


I fully condone the creation of these rules and anything Zera says. I must be off though.

Delta Four Sicilian
Captain


Lifisali

PostPosted: Mon Sep 27, 2010 10:29 am


Grumpy Giygas
I fully condone the creation of these rules and anything Zera says. I must be off though.


Wut wut.

State your reasons, hoe. >:U
PostPosted: Tue Sep 28, 2010 10:49 am


All right, I shall explain myself.

As Zera said. A deck master is pointless except for a free summon and push for final damage, so we must apply field spell like abilities to them.

But that really doesn't fix that they'll only hit the field for final damage and otherwise be some random boost to a deck. A permanent field spell.

So, what you need to do with Deck Masters are create two different abilities. When they are DM Zoned and when they are vulnerable.

Also, you need to add some sort of mechanic that's going to force their entry to the field. Otherwise, again, permanent field spell is all it'll be until a push for game.

This summon to the field CANNOT be negated. It can't even be a summon. If you CHOOSE to summon it, that's something different.

Now, since there is a forced summon that will make you vulnerable on the DM win condition, there has to be a way to return the DM to the DM Zone.

This has to be a very detailed addition to the game.

Already we have:
1) Deck Master Zone Ability
2) Active Field Ability
3) Forced Summon
4) Voluntary Summon
5) Returning to Deck Master Zone

THAT is how in depth this mechanic needs to be.

If you want to be able to make the DM change mid game, that's up to you. A couple of ideas for it:
1) Deck Master whose zone changing abilities carry to the next Deck Master
2) Cards that can operate as Deck Masters but are currently maindecked. When they replace the current Deck Master their inherent abilities take over.
3) Spell and trap support for DMs in the seperate zones and to aid to transitions between zones.

That is my advice. Back to sleeping :v

Delta Four Sicilian
Captain


Lifisali

PostPosted: Tue Sep 28, 2010 3:35 pm


Hmmm.

If your opponent would declare a Direct Attack that would reduce your Life Points to 0, and your Deck Master is in your Deck Master Zone, Master Summon your Deck Master from your Deck Master Zone. The Effect Damage that would be inflicted to you is reduced to 0.

A Master Summon is when a player may, at anytime during either players turn except during the Damage Step, Summon their Deck Master from the Deck Master Zone. This Summon cannot be negated. This Summon can't be done in response of the activation of Spell or Trap cards, or Monster Effects, nor during the resolution of card effects.

Deck Master Abilities can be activated and applied either on the field or in the Deck Master Zone.

Once per turn, during your turn, if your Deck Master is on the field, you may return it to the Deck Master Zone face-up.

When a Duel ends, Intitial Deck Masters are returned to the Deck Master Zone, and if a Replacement Deck Master is in the Deck Master Zone, it is returned to the Main Deck.


Satisfactory? :U

Also, Deck Master Abilities obviously can't be classified as Monster Effects. So they won't fall victim to Skill Drain or Divine Wrath and such. Okay?
PostPosted: Tue Sep 28, 2010 5:02 pm


I agree that the Deck Master's ability should not be classified as a monster ability, for reasons that have already been stated. Just refer to them as Characteristics (if you're going to use one-word descriptions and chronicle their meaning elsewhere) or Deck Master Ability for the time being.

Also, a new threat emerges with the "Forced Summon" mechanic. It's very possible to abuse the Master Summon's "negate a game winning direct attack" ability, especially if the Deck Master is beefy enough. If I'm being outplayed by my opponent, I can use my Forced Summon to force my opponent to either respond to my Deck Master or risk giving me another turn to potential rip an out (like Dark Hole or Monster Reborn).

Now, if my opponent wants to secure a win, they now have to either 1) have a monster bigger than my Deck Master already on the field, 2) have a way to remove my Deck Master on the spot, or 3) just don't inflict direct attacks (then burn becomes the only viable option, unless they can consistently force me to summon monsters instead of setting them).

I would suggest making so you cannot return your Deck Master every turn, but every other turn instead. That way, the Forced Summon can be used to save you for a turn, but your opponent still has the option to plan and attack your exposed Deck Master on their next turn.

[-Zera-]
Crew


Lifisali

PostPosted: Tue Sep 28, 2010 7:00 pm


Mmmhmmm.

(insert Forced Summon info here). If you do this, you can't do this your next turn.

With that last touch, it's good, yes?

Hmmm. And if I'm going with the Abilities usable while in Deck Master Zone rule, I'm going to have to tone down some of the effects I've designed so far. /sweat

Gotta remember to make sure they're good, but not too good. x.x
PostPosted: Tue Sep 28, 2010 7:13 pm


All right, switching my opinion on something quick.

I was talking to Yoder and he mentioned a game called Magi-Nation with a similar mechanic.

My new suggestion impliments something similar. You do not start with a Deck Master in this edition.

Mistress of Blood - Bathory
Level 5 Dark
Warrior/Deck Master - Effect
You can only control one "Deck Master" at a time. When this card is removed from the field by an opponent's card effect or battle send all cards on your side of the field to the Graveyard. Control of this card cannot be switched. Once per turn you can release one monster you control during either player's turn to move this card to the Deck Master Card Zone or a Monster Card Zone. This card gains one of the following effects depending on its locations:
*If this card is face up on a Monster Card Zone, you can release one monster you control to gain control of one monster your opponent controls until the end of your next turn.
*If this card is on the Deck Master Card Zone, once per turn you can release all monsters you control (minimum 2) to send all monsters your opponent controls to the Graveyard.
1800/2200


All Deck Masters would have the "one at a time" and field sweeping abilities. They also would have some way of switching zones.

Delta Four Sicilian
Captain


Lifisali

PostPosted: Tue Sep 28, 2010 8:48 pm


Hmmmm. That would be interesting, but it deviates too far away from the original idea of Deck Masters.

The drawback can be gotten around, you just play it when your field isn't full enough to be bothered much by it.
PostPosted: Tue Sep 28, 2010 9:00 pm


Yeah, and LADD does the same thing AND revives. The drawback is plenty bad. Dark Hole, Black Rose, Heavy Storm... obviously you don't play it when your field is too bad, but you're punished if you do. That's the intention. You keep their effects weak enough that you don't over balance the drawback. Hell, you could even have varying drawbacks for each one.

Even if it deviates away from the original story arc, we're trying to find a playable method.

Delta Four Sicilian
Captain


Lifisali

PostPosted: Tue Sep 28, 2010 9:33 pm


Grumpy Giygas
Yeah, and LADD does the same thing AND revives. The drawback is plenty bad. Dark Hole, Black Rose, Heavy Storm... obviously you don't play it when your field is too bad, but you're punished if you do. That's the intention. You keep their effects weak enough that you don't over balance the drawback. Hell, you could even have varying drawbacks for each one.

Even if it deviates away from the original story arc, we're trying to find a playable method.


I know. emo

I want to keep it as close as possible to the original idea while making it a playable mechanic. So, I prefer your previous idea over this new one. >:B
PostPosted: Wed Sep 29, 2010 6:51 am


And the idea is for the population to agree on something.

Delta Four Sicilian
Captain


Lifisali

PostPosted: Wed Sep 29, 2010 3:22 pm


Grumpy Giygas
And the idea is for the population to agree on something.


I'll take input, but I have the final say. It's my project. /rageface

dramallama
PostPosted: Sun Oct 10, 2010 11:26 am


Well, I'm putting this project to the side for now, until I figure what's best to do next with it. Until then, I'm working on my RP. As I should've been doing before I got sidetracked with thi---/coughcoughcough

Lifisali

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