I'm gonna need someone to be my stand in while I'm having my dilemma, I'll still have my cards posted on a basis, just not as often as I'd like to be, but in the meantime can you edit the article for Shaddust with the cards in the server, save for star lantern, star dragon too
I understand that but I don't always think of Dark Monsters, This particular archetype helped me do my job when it first came out, in fact is was amongst the first Synchro Archetype mechanics used to its fullest
Above all else, I focused on Synchro Perfect Archetypes before moving into Xyz, Link and Well...Dark Amongst them all, I junked a lot of my Ideas before picking out what I would keep and what I would permanently Scrap, Archetypes like The OP and very unrealistic Death Series, Red Dragon; No relation to Red Dragon Archfiend, Puppet Archfiends, small but OP at the time, Blackheart, The Old version of Night's many Series of Monsters, Crystal, which are just colourful crystals without much of an effect tied to a lot of them a and the Old ARX cards which I was willing to try revive more in depth. Only Red Dragon, Death and Blackheart were scrapped for their profound and unrealistic concepts.
Make the page for Shadow Doom Dragon provided the following will be added when I get to it
1 "Shaddust" Tuner + 2 "Shaddust" Nontuner Monsters including a Synchro Monster
Once Per Turn While you control a monster other than "Shaddustium Shadow Doom Dragon": Tribute another Monster, if you do: Monsters your opponents control Lose ATK/DEF Equal to the Original ATK/DEF of the Tributed Monster until the end phase.
This Monster cannot be destroyed except by Monsters with a Higher Level than this card.
When this monster is used as Synchro Material for a "Shaddust" Synchro monster; Special Summon 1 "Shaddust" Tuner Monster with a different name than the Tuner Monster used to Synchro Summon: It's level becomes that of a "Shaddust" Tuner Monster in your GY.
1 DARK Tuner + 2 or more Nontuner "Shaddust" Monsters including a Synchro Monster.
When this monster inflicts Battle damage to an opponent; Gain Twice that much LP, then target 1 Face-up monster your opponent controls: Destroy it
Okay, so the setup is basically YGO, but as a VRMMO (so basically, Sword Art + YGO). Players can PVP through Dueling, PVE by defeating enemies, complete Quests through various means (Win X amount of Duels, collect X amount of cards, etc.), all to gain EXP and Level Up, typical RPG stuff, though the only stats are LP and Skill Points.
Classes for players work likes this: Upon entering for the first time, their "inclination" (can't think of a better word) towards a certain Attribute is determined, and said inclination determines what Deck strengths they'll have (i.e., a Player that gets FIRE inclination will have better draws if their Deck is comprised of a lot of FIRE monsters/support, etc.), what Classes they can choose from, and what Skills they can get (more on this further down).
Classes are mainly just an aesthetic thing, but also determine what "Skills" a Player can get along with their usage. So someone with a FIRE inclination could end up in the Pyromancer Class and could have Skills (yes, plural) that support Burn Decks, or something like that.
Now, for the Duel Format to go along with this (can't think of a name for it yet), it works like a regular Duel, though differs in that Players have a separate indicator known as "Skill Points". Each Player starts at Level 1 with a max 6 Skill Points, which can increase over time through leveling. During a Duel, a Player may, Once per turn (depending on the skill, can be either player's turn), pay X amount of Skill Points to use one of their Skills, which can affect the Duel in a variety of ways. The Skill Point cost of a Skill depends primarily on the inclination of the Player:
LIGHT & DARK: 5 Points Per Activation (But tend to have more powerful Skills)
EARH & Wind: 4 Points Per Activation (Tend to have medium strength Skills)
FIRE & WATER: 3 Points Per Activation (Tend to have weakest Skills)
^This is subject to change, but you get the jist.
These Skill Points naturally regenerate after 3 turns pass (every 3 turns, each player regains 1 Skill Point), though they can also be regained throgh Card Effects and Passive Skills.
For WATER, WIND, and EARTH Inclinations, they could learn Skills that would cater to each Attributes respective styles like salvage & lockdown (WATER), Backrow Removal & Bouncing (WIND), and Beefy Defense & Stunning (EARTH).
These are all general Skill types, but there would be ones that could cater more to a specific Player's Deck, and those would be higher level or even personal Skills.
- Cannot be Normal Summoned, Set, or Special Summoned.
- Can "Class Change" (which is the name of the actual process) over monsters on field who fit the monster's requirements, and are literally placed over them in a stack (kinda like Xyz Monsters & their materials).
- The new monster inherits a lot from the previous cards (Link Arrows if its a Link Monster, Overlay Units if its an Xyz Monster, Card Type, name, effects, equip cards, etc.), and is basically treated as the same monster (i.e., if you were to Class Change over Excode Talker, the sealed monster Zones would remain sealed until the Class Changed monster leaves the field).
- The act of Class Changing is considered Spell Speed 4, meaning it can be chained to Counter Traps and can be used to respond to Summon negation.
- Class Changing is not considered a Special Summon.
BTW, in order to make a page for a card, you can go to my userpage and insert the name of the card in the appropriate category; for instance, when going to a Monster, go to the box below Monster Createbox. Same for Spells/Traps in the S/T Createbox. Replace "The Nepfessor" instances with "Qwex67" and in the Decks section, type the character's name inside the brackets.
I think you won't mind doing so for the "Wos" and "Rif" cards so that we can have that rolling, will you? I will do a demonstration on "Roe World" though.
What about making a booster set for this series? I want to call that first set Mirror of the Duelist given the Illusion name of the fic, and the Mirage Monsters mechanic. This will include the "Roe" monsters too.
I imagine that after Yuki gets Wos Stamper she adds in cards like Savage Colosseum and All-Out Attacks to force monsters with a Wos Counter to attack and be destroyed. In fact, that’s a tip when using Wos Stamper.
Also, I am thinking that since I saw Structure Decks for Yuki and Kasai, why not starting from there with the new stuff? Bring me what cards are for each Structure Deck, and beware they are NOT in the above pack...or might be?