Thread:Naidraug/@comment-16107481-20180612051450/@comment-16107481-20180612124958

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Naidraug wrote: Chimeric monster are something that I'm still trying to work on. It was originally another older concept that I had, but with the many changes I made to that old mechanic, I decided to scrap that old mechanic and came up with this. Let's just say it will help bring together Tuner, Base, Surge, and other such monsters.

Taking this into order, here are my suggestions. They would need to be Summoned by using an Enabler as a material. But it is not that easy, as it can be achieved by activating a card effect other than its own. For instance, use a Tuner monster to Summon a non-Tuner Chimeric monster (e.g. a Base Chimeric monster). Note that, since they are Main Deck monsters, they can be Special Summoned by a card effect, and they share the Enabler of the "material". For instance, take the following example.

Chimeric Soldier ★★★★ DARK Dragon/Chimeric/Base/Effect 2000 ATK 2000 DEF 1 non-Base Enabler monster If this card is Chimeric Summoned: You can target 1 monster in your GY; send 1 monster with the same Type as that monster from your Deck to the GY, but with a different name. If this card is used for a Composition or Synchro Summon: You can draw 1 card. You can only use each effect of "Chimeric Soldier" once per turn.

Explanation: You can need a non-Base Enabler monster to Summon it, say, for example, "", and it becomes both a Base (its basic Enabler type) and a Tuner.

Chimeric Summon Normal Spell Card Tribute 1 Enabler monster; Special Summon 1 Chimeric monster with a different Enabler monster type from the Tributed monster's from your hand or Deck.

The basic "Poly" of the Chimerics.

Hope you like my insight on these.

For Clockwork Monsters....

Naidraug wrote: The monsters were called "Clockwork Monsters". They have a new indicator called "Gear" which would dictate how many turns had to pass before they could be summoned. They also have effects while face-up on top of the what I originally called the "Clockwork Deck", called a "Clockwork effects". My original concept of the Clockowork Deck had a limit of 5 cards, just like the Function Deck. So I will just make them part of the Function Deck, and call their Clockwork Effects "Stand By Effects" instead. Assuming Helix would be ok with me adding on to his Function Deck concept.

I like the concept of the Clockwork Deck acting as a Function Deck v2.0, but to play safe, I would prefer to keep it that way. But, to quote Helix from my DMs with him on Discord, "mixing both mechanics [Function and Clockwork] in the same Deck will jam them both", I would like to see some tweaks.

Clockwork Deck will start with 5 cards, with the top card being always revealed. It will have a Continuous-like effect in the form of Clockwork Effect, and while it is face-up in the Clockwork Deck for X turns (while X is the Gear), you can Summon it using materials listed on it. Differences with the Function Monsters is that they don't require the loading process.

For example:

Gaia the Fantastick Slayer ★★★★★★ TIME Warrior/Clockwork ATK 2600 800 Monsters your opponent controls lose 100 ATK for each non-Effect Monster you control and in your GY. 2 TIME monsters

I am thinking for Clockworks to have a custom keywork called "Clock Charge", which applies only on its Monster Effect, which makes Clockwork Deck shuffled again, and at the same time increasing the Turn Count by a value listed on the number next to the words Clock Charge.

For instance, have this card.

Sparkling Dragon ★★★★ LIGHT Dragon/Clockwork ATK 1800 DEF 1800 If a monster(s) you control would be destroyed by battle, you can have that monster lose ATK equal to half its DEF instead. 2 Dragon monsters with different Levels Gains ATK equal to this Duel's turn count x100. You can Clock Charge 2, then target 1 monster your opponent controls; destroy it. You can only use this effect once while face-up on the field.

Sorry for my length of the post. Take your time, and let me know if this helps you out with it.