Hii, so I have made a custom archetype called the "Icy Knights". A WATER focused deck, based around link summoning and combo focused plays, with the main deck "Icy Knight" monsters all being based off animals and the extra deck monsters being their "Tamers" and based off humans/roles within a society. The Spells and Traps are meant to provide additional tools for combos or ways to insulate their plays/interact with the opponent.
Any advice on PSCT or types of effects you would add to the cards to make them better/balance them is appreciated <3
Card List: https://www.duelingbook.com/deck?id=10828151
The "Icy Knight" Archetype
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- Renji Asuka
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https://yugiohblog.konami.com/articles/ ... -card-text
https://yugioh.fandom.com/wiki/Problem- ... _Card_Text
https://yugiohblog.konami.com/articles/?p=4514
https://infinite.tcgplayer.com/article/ ... 155ba6433/
https://yugioh.fandom.com/wiki/Problem- ... _Card_Text
https://yugiohblog.konami.com/articles/?p=4514
https://infinite.tcgplayer.com/article/ ... 155ba6433/
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Renji Asuka wrote:https://yugiohblog.konami.com/articles/ ... -card-text
https://yugioh.fandom.com/wiki/Problem- ... _Card_Text
https://yugiohblog.konami.com/articles/?p=4514
https://infinite.tcgplayer.com/article/ ... 155ba6433/
Thanks. I'll look at them and fix the text up a bit.
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UPDATE:
- Spacing has been removed to better replicate actual cards.
- Spacing has been removed to better replicate actual cards.
The PSCT looks good so far, but the capitalization and grammar are ever so slightly off. Some spacings with the Link Monsters should probably be removed to mimic other Yugioh Link Monsters. Also, the Continuous Spell seems to have used square brackets? I'd recommend looking through this google document, it helped me when I was first starting out and made less-than stellar cards. Luckily, it seems you might have a better sense of balance than me.
https://docs.google.com/document/d/1tS11H_Oa7jdiQVOgV03sjh3uvk3YGYIbrNIG2b-C0vY/edit?usp=sharing
As for the archetype itself:
1) I'm not really seeing a central theme for the archetype. So far it's just the aforementioned limitation, paired with effects that search or trigger when sent to the GY. This is fine if you want it to be like that, but it comes across as a bit bland. However, it does remind me of Shaddolls or the recently released Tearalaments, but the former are composed of Flip monsters while the latter are a mill-focused archetype.
2) In terms of their game plan, is it essentially Link Spam to get the Link-1 and then Link-2 to search for the Quick-play Spell to pop 2 monsters during your opponent's turn? Not bad, but the deck might lose some steam and struggle to close the game once they do (outside of the common Accesscode Talker).
3) In their texts, is there really a need for some of them to have `During your Main Phase, if this card was Normal or Special Summoned this turn:`? As it currently stands, all this does is prevent you from using their effects after being Flip Summoned or if they manage to live to see turn 3. These effects can easily remain simple ignition effects without this. However, if you really want to make sure that your monsters can't use their effects after the turn they were summoned, you can just reduce it to `During the turn that this card was Summoned:` for a similar restriction.
As a bonus, you can cut down on card text this way. Readability for custom cards is generally a big plus, especially because the other player won't have seen your cards before. It would also speed up the game state if both players don't need to spend a minute or two reading each card.
Overall, not too bad for a first archetype.
https://docs.google.com/document/d/1tS11H_Oa7jdiQVOgV03sjh3uvk3YGYIbrNIG2b-C0vY/edit?usp=sharing
As for the archetype itself:
1) I'm not really seeing a central theme for the archetype. So far it's just the aforementioned limitation, paired with effects that search or trigger when sent to the GY. This is fine if you want it to be like that, but it comes across as a bit bland. However, it does remind me of Shaddolls or the recently released Tearalaments, but the former are composed of Flip monsters while the latter are a mill-focused archetype.
2) In terms of their game plan, is it essentially Link Spam to get the Link-1 and then Link-2 to search for the Quick-play Spell to pop 2 monsters during your opponent's turn? Not bad, but the deck might lose some steam and struggle to close the game once they do (outside of the common Accesscode Talker).
3) In their texts, is there really a need for some of them to have `During your Main Phase, if this card was Normal or Special Summoned this turn:`? As it currently stands, all this does is prevent you from using their effects after being Flip Summoned or if they manage to live to see turn 3. These effects can easily remain simple ignition effects without this. However, if you really want to make sure that your monsters can't use their effects after the turn they were summoned, you can just reduce it to `During the turn that this card was Summoned:` for a similar restriction.
As a bonus, you can cut down on card text this way. Readability for custom cards is generally a big plus, especially because the other player won't have seen your cards before. It would also speed up the game state if both players don't need to spend a minute or two reading each card.
Overall, not too bad for a first archetype.
An aggregate of all my Custom Cards: https://forum.duelingbook.com/viewtopic.php?f=23&t=14930
I'm open to being criticized. I'm not a perfect human being who knows when or where he fucked up, but truly willing to learn.
I'm open to being criticized. I'm not a perfect human being who knows when or where he fucked up, but truly willing to learn.
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Saraak wrote:The PSCT looks good so far, but the capitalization and grammar are ever so slightly off. Some spacings with the Link Monsters should probably be removed to mimic other Yugioh Link Monsters. Also, the Continuous Spell seems to have used square brackets? I'd recommend looking through this google document, it helped me when I was first starting out and made less-than stellar cards. Luckily, it seems you might have a better sense of balance than me.
https://docs.google.com/document/d/1tS11H_Oa7jdiQVOgV03sjh3uvk3YGYIbrNIG2b-C0vY/edit?usp=sharing
As for the archetype itself:
1) I'm not really seeing a central theme for the archetype. So far it's just the aforementioned limitation, paired with effects that search or trigger when sent to the GY. This is fine if you want it to be like that, but it comes across as a bit bland. However, it does remind me of Shaddolls or the recently released Tearalaments, but the former are composed of Flip monsters while the latter are a mill-focused archetype.
2) In terms of their game plan, is it essentially Link Spam to get the Link-1 and then Link-2 to search for the Quick-play Spell to pop 2 monsters during your opponent's turn? Not bad, but the deck might lose some steam and struggle to close the game once they do (outside of the common Accesscode Talker).
3) In their texts, is there really a need for some of them to have `During your Main Phase, if this card was Normal or Special Summoned this turn:`? As it currently stands, all this does is prevent you from using their effects after being Flip Summoned or if they manage to live to see turn 3. These effects can easily remain simple ignition effects without this. However, if you really want to make sure that your monsters can't use their effects after the turn they were summoned, you can just reduce it to `During the turn that this card was Summoned:` for a similar restriction.
As a bonus, you can cut down on card text this way. Readability for custom cards is generally a big plus, especially because the other player won't have seen your cards before. It would also speed up the game state if both players don't need to spend a minute or two reading each card.
Overall, not too bad for a first archetype.
Hey, thanks for this. I'll take a look through that document and tidy things up further. Just wanted to make sure the PSCT and everything was good first [the continous spell having square brackets is due to my habit of using square brackets for everything lol]. As for the "theme", the deck is supposed to be a link-oriented version of Raidraptors, so based it around the monsters enabling those plays. There are more cards for the deck coming, both in terms of monsters and spells/traps. These are just the base. Once again, thanks .
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