What to AVOID when making a Custom Card

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Reactor
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Post #2 by Reactor » Thu Jun 01, 2023 10:08 pm

A few addendums:

- Making overpowered, broken cards and then use "ZOMG da meta iz worse" as an excuse. Even if it's true, don't add to the powercreep by trying to surmound the meta. It's bad enough already.
- Troll/joke cards in general. Make them, just don't use them.
- Above using PSCT (because it goes without saying): using shortened and slang words, leaving typos and ignoring basic grammar. TXTspeak, „gangsta”, or l33t is also extremely discouraged. Phrases like "pop ur mon" do not belong to a card.
- Whacking together something under 5 minutes, and use this as an excuse if the card turns out to be horrible. If you wanna do something good, it takes time.
- Cloning existing cards. We have MST, Bottomless, Solemn etc. already, we don't need a reskinned version.
- Same as above, but wit' banned cards. "LOLZ imma makin a Pot of Greed under a different name and circumvent the banlist. Me smart." Nope. You're just a scrub. And no, saying "ZOMG Turdnami did da same wit' Triple Tactics Talent" is still not an excuse, sorry.
- Making deliberate FTK loops. It's just scummy. So don't.
- Making franchise-based decks. Bad idea. BAAAAAAAAAD. Just look up the word "Goku" or "Sans" or "Naruto" on the card pool, and see how many thousand results you'll get. That's some fine creativity right there,folks!!! :o
- Decks based on racial/nationality slurs. This was such a huge problem on YugiohForums back then that the staff actually applied card raters to weed out creators who were making cards based on killing certain people based on races, religion etc. People like this should go to He...I mean, Shadow Realm, and stay there.
- Having real-life gore, shock image, hentai or NSFW loli for an artwork. Disgusting. If you MUST wanna use tons of blood and stuff, use Image Cartoonizers, they're free and pretty good.
- Using art which is already used on official cards. It's basically cloning. Bad.
- Having just a black square or some MSPaint scribble as an art. There are tons of AI Artwork Generators online, just pick one, type in what you wanna see, and there.
- One-sided lockdown effects, self-activating from deck, and "cannot leave the field, uneffected by everything" is a big no-no.
- Gigantic wall of texts. Instead of crumming 10 effects into 1 monster, distribute them among 3-4 monsters.
INCOMING TRANSMISSION
"Marine! Er...never mind..."
TRANSMISSION ENDS

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Post #3 by james123 » Wed Sep 06, 2023 12:46 am

Reactor wrote:A few addendums:

- Making overpowered, broken cards and then use "ZOMG da meta iz worse" as an excuse. Even if it's true, don't add to the powercreep by trying to surmound the meta. It's bad enough already.
- Troll/joke cards in general. Make them, just don't use them.
- Above using PSCT (because it goes without saying): using shortened and slang words, leaving typos and ignoring basic grammar. TXTspeak, „gangsta”, or l33t is also extremely discouraged. Phrases like "pop ur mon" do not belong to a card.
- Whacking together something under 5 minutes, and use this as an excuse if the card turns out to be horrible. If you wanna do something good, it takes time.
- Cloning existing cards. We have MST, Bottomless, Solemn etc. already, we don't need a reskinned version.
- Same as above, but wit' banned cards. "LOLZ imma makin a Pot of Greed under a different name and circumvent the banlist. Me smart." Nope. You're just a scrub. And no, saying "ZOMG Turdnami did da same wit' Triple Tactics Talent" is still not an excuse, sorry.
- Making deliberate FTK loops. It's just scummy. So don't.
- Making franchise-based decks. Bad idea. BAAAAAAAAAD. Just look up the word "Goku" or "Sans" or "Naruto" on the card pool, and see how many thousand results you'll get. That's some fine creativity right there,folks!!! :o
- Decks based on racial/nationality slurs. This was such a huge problem on YugiohForums back then that the staff actually applied card raters to weed out creators who were making cards based on killing certain people based on races, religion etc. People like this should go to He...I mean, Shadow Realm, and stay there.
- Having real-life gore, shock image, hentai or NSFW loli for an artwork. Disgusting. If you MUST wanna use tons of blood and stuff, use Image Cartoonizers, they're free and pretty good.
- Using art which is already used on official cards. It's basically cloning. Bad.
- Having just a black square or some MSPaint scribble as an art. There are tons of AI Artwork Generators online, just pick one, type in what you wanna see, and there.
- One-sided lockdown effects, self-activating from deck, and "cannot leave the field, uneffected by everything" is a big no-no.
- Gigantic wall of texts. Instead of crumming 10 effects into 1 monster, distribute them among 3-4 monsters.

Image

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Post #4 by Isaiah Cable » Wed Sep 06, 2023 8:35 pm

What about my collection?

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Post #5 by WOLFINSTRUMENTALS » Fri Sep 29, 2023 11:16 pm

Both the two first entries seem very pretentious. Not using Divine cards, says who? Some of the guidelines are great but having the pornographic one below all the rest is odd.

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Post #6 by Christen57 » Sat Sep 30, 2023 2:29 am

WOLFINSTRUMENTALS wrote:Both the two first entries seem very pretentious. Not using Divine cards, says who? Some of the guidelines are great but having the pornographic one below all the rest is odd.


What do you mean by pretentious?

Also, Divine attribute and Divine-Beast type were meant for Egyptian Gods and their related cards, so it just wouldn't be right to give random custom monsters, completely unrelated to the Egyptian Gods, the Divine attribute / Divine-Beast typing.

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Post #7 by greg503 » Sat Sep 30, 2023 3:23 am

Christen57 wrote:
WOLFINSTRUMENTALS wrote:Both the two first entries seem very pretentious. Not using Divine cards, says who? Some of the guidelines are great but having the pornographic one below all the rest is odd.


What do you mean by pretentious?

Also, Divine attribute and Divine-Beast type were meant for Egyptian Gods and their related cards, so it just wouldn't be right to give random custom monsters, completely unrelated to the Egyptian Gods, the Divine attribute / Divine-Beast typing.

Except that the anime had the Sacred Beasts be DIVINE, the Nordic Gods DIVINE, the manga's Wicked Gods were DIVINE, but those ones were already based on being evil counterparts to the original ones.
Buy Floowandereeze

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Post #8 by tst12041 » Wed Oct 04, 2023 8:06 pm

I believe there was a certain creator somewhere who had made a pretty good guide on how "not" to design cards in his blog.

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Post #9 by james123 » Mon Oct 09, 2023 2:10 am

tst12041 wrote:I believe there was a certain creator somewhere who had made a pretty good guide on how "not" to design cards in his blog.

Who?

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Post #10 by DuDono » Mon Oct 16, 2023 5:44 pm

Reactor wrote:- One-sided lockdown effects, self-activating from deck, and "cannot leave the field, uneffected by everything" is a big no-no.

So, if I make an archetype centered around 1 card, I need to make like 5 searchers for that card instead of having 1 little dude that can SS itself from deck, search said card and blow himself up ?

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Post #11 by Grumozard » Mon Oct 16, 2023 10:13 pm

Why do I have to give the same feature of chimera to my illusion monsters?

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Post #12 by Christen57 » Tue Oct 17, 2023 12:48 am

DuDono wrote:
Reactor wrote:- One-sided lockdown effects, self-activating from deck, and "cannot leave the field, uneffected by everything" is a big no-no.

So, if I make an archetype centered around 1 card, I need to make like 5 searchers for that card instead of having 1 little dude that can SS itself from deck, search said card and blow himself up ?


Depends on what that 1 card is. It may be better to have multiple searchers for that card instead of 1 card that can special summon itself from the deck for free. It may instead be better to have only, like, 2 to 3 searchers for that card instead of 5, like how Sky Striker is super powerful despite having only about 3 searchers to search its main monster from the deck — Area Zero, Engage, and Reinforcement of the Army.

Alternatively, instead of making a card that activates itself from the deck to search, you make a link-1 that does the same thing, like how Dark Infant @Ignister is a link-1 that searches the archetype's field spell so the archetype can easily initiate combos.

Another alternative is to make your archetype only slightly reliant on that 1 card instead of mostly or entirely reliant on it. An example of this would be the recent Ishizu cards that can mill / recycle a number of cards, but let you do the same with a larger number of cards with Exchange of the Spirit in the graveyard.

The reason cards, in general, that can special summon themselves straight from the deck (literally themselves, not merely a copy of themselves like with Reborn Tengu or Destiny HERO - Malicious) tend to have somewhat bad effects and steep restrictions / summoning requirements is because such cards are super hard to balance. It would be like having a Link-Zero monster that could summon itself for free that listed "0 monsters" as its summoning requirement. You're putting a body on the board completely for free, giving you access to an extra free tribute or fusion / synchro / xyz material or something.

I've seen players in customs make fusion monsters that could summon themselves from the extra deck by contact fusing the materials straight from the deck, all without needing any effects / materials in the hand, field, or graveyard, such as Polymerization. These fusions kept proving to be broken from that alone, and prove my point how hard to balance such cards are.

They're completely free monsters you put on the board without having to draw / search any specific cards first, so they end up needing very heavy restrictions and whatnot to balance them out.

Grumozard wrote:Why do I have to give the same feature of chimera to my illusion monsters?


It's literally stated that Konami wanted illusion monsters to share the common effect of preventing themselves and monsters that battle them from being destroyed, like how illusions in general are, like, literally illusions and hallucinations and whatnot, meaning they can't normally affect us physically while we can't normally affect them. https://yugipedia.com/wiki/Illusion

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Post #13 by Grumozard » Tue Oct 17, 2023 7:51 am

Christen57 wrote:It's literally stated that Konami wanted illusion monsters to share the common effect of preventing themselves and monsters that battle them from being destroyed, like how illusions in general are, like, literally illusions and hallucinations and whatnot, meaning they can't normally affect us physically while we can't normally affect them. https://yugipedia.com/wiki/Illusion


The Link you showed is not official and does not prove anything regarding the fact that Illusion monsters will maintain this feature (I must quote "All Illusion monsters currently released") with the next releases, so the "It's literally stated that Konami wanted.." is baseless .

At the moment, Illusion monsters have this feature because the actual ones belong to "chimera" archetype. Is like I say that Wyrm monsters must have an effect which allow them to ss once destroyed because the first archetype made with that type was Yang Zing.

Moreover, is funny how the creator of this topic stated that, to whom wants to make an illusion type monster, must keep the "chimera" feature and then showing a card which does not have anything in common with the actual Illusion monsters.

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Post #14 by Christen57 » Wed Oct 18, 2023 1:07 pm

Grumozard wrote:
Christen57 wrote:It's literally stated that Konami wanted illusion monsters to share the common effect of preventing themselves and monsters that battle them from being destroyed, like how illusions in general are, like, literally illusions and hallucinations and whatnot, meaning they can't normally affect us physically while we can't normally affect them. https://yugipedia.com/wiki/Illusion


The Link you showed is not official


Yugipedia provides largely accurate and up-to-date information on the game.

and does not prove anything regarding the fact that Illusion monsters will maintain this feature (I must quote "All Illusion monsters currently released") with the next releases,


Neither myself nor Yugipedia claim that illusion monsters are guaranteed to maintain this feature. Maybe in the distant future Konami will surprise us with an illusion monster without it. In the meantime, all of them have this feature — a fact clarified by Yugipedia.

so the "It's literally stated that Konami wanted.." is baseless .


All illusion monsters currently have the feature because Konami gave it to them because Konami wanted them to have it. There's nothing baseless about that.

At the moment, Illusion monsters have this feature because the actual ones belong to "chimera" archetype.


Not really. Here's one that doesn't belong to any archetype: https://yugipedia.com/wiki/UFOLight

So it's safe to say Konami intends to continue this trend regardless of archetypes.

Is like I say that Wyrm monsters must have an effect which allow them to ss once destroyed because the first archetype made with that type was Yang Zing.


That's definitely not like what I was trying to say.

In the very same Duelist Alliance set where Wyrms such as Yang Zings were introduced, we also got a Wyrm monster with no such effect: https://yugipedia.com/wiki/Metaphys_Armed_Dragon

Plus, in the very next set after, we got additional Wyrm monsters without any sort of floating effect.

Moreover, is funny how the creator of this topic stated that, to whom wants to make an illusion type monster, must keep the "chimera" feature and then showing a card which does not have anything in common with the actual Illusion monsters.


I didn't see this. What did he show?

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Post #15 by Grumozard » Wed Oct 18, 2023 5:08 pm

Yugipedia provides largely accurate and up-to-date information on the game.


Still is not official, so we will remain with the point in which saying "It's literally stated that Konami wanted" is not uncorrect. What the pedia accurately repots (reports, not states) is that all illusion monsters currently aviable share this feature; there is no prove that Konami will release new Illusion monsters with a different feature or will maintain this one.

But let's return to the biggest concern about this topc (at least for me): Why should I avoid to make an Illusion monster that can be destroyed by battle?

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Post #16 by Christen57 » Wed Oct 18, 2023 5:52 pm

Grumozard wrote:
Yugipedia provides largely accurate and up-to-date information on the game.


Still is not official, so we will remain with the point in which saying "It's literally stated that Konami wanted" is not uncorrect. What the pedia accurately repots (reports, not states) is that all illusion monsters currently aviable share this feature; there is no prove that Konami will release new Illusion monsters with a different feature or will maintain this one.

But let's return to the biggest concern about this topc (at least for me): Why should I avoid to make an Illusion monster that can be destroyed by battle?


Here's Konami's own website (not Yugipedia this time) saying the same thing I've been saying: https://www.konami.com/games/eu/en/topics/17337/

the second paragraph on how Konami intended for illusion monsters to function:
Illusion monsters cannot be struck down in battle. They can’t defeat other monsters in battle either, but they harm them in other ways instead. Take for example Nightmare Magician, an Illusion monster that gives you control of any other monster it battles.

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Post #17 by Grumozard » Wed Oct 18, 2023 6:15 pm

Christen57 wrote:
Grumozard wrote:
Yugipedia provides largely accurate and up-to-date information on the game.


Still is not official, so we will remain with the point in which saying "It's literally stated that Konami wanted" is not uncorrect. What the pedia accurately repots (reports, not states) is that all illusion monsters currently aviable share this feature; there is no prove that Konami will release new Illusion monsters with a different feature or will maintain this one.

But let's return to the biggest concern about this topc (at least for me): Why should I avoid to make an Illusion monster that can be destroyed by battle?


Here's Konami's own website (not Yugipedia this time) saying the same thing I've been saying: https://www.konami.com/games/eu/en/topics/17337/

the second paragraph on how Konami intended for illusion monsters to function:
Illusion monsters cannot be struck down in battle. They can’t defeat other monsters in battle either, but they harm them in other ways instead. Take for example Nightmare Magician, an Illusion monster that gives you control of any other monster it battles.


Official introduction of Duelist Nexus which introduces Illusion monsters with their feature.

This will proves that all Illusion monsters will maintain this one and that if i would make an illusion monster that can be destroyed in battle would lead me to be a bad card designer?

If i remember well when synchros have been introduted was official that for their summon (without the use of other effects) was necessary 1 or more Tuners plus 1 or more Non-Tuner monsters, years later we has Mannadium which changed that.

Reason why i will return by saying: Making an Illusion monster that can be destroyed by battle =/= bad designed custom card.

At the end of the day, when will be introduced an Illusion which can be destroyed by battle I will be more than willing to Pm you

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Post #18 by Christen57 » Wed Oct 18, 2023 6:51 pm

Grumozard wrote:
Christen57 wrote:
Grumozard wrote:
Still is not official, so we will remain with the point in which saying "It's literally stated that Konami wanted" is not uncorrect. What the pedia accurately repots (reports, not states) is that all illusion monsters currently aviable share this feature; there is no prove that Konami will release new Illusion monsters with a different feature or will maintain this one.

But let's return to the biggest concern about this topc (at least for me): Why should I avoid to make an Illusion monster that can be destroyed by battle?


Here's Konami's own website (not Yugipedia this time) saying the same thing I've been saying: https://www.konami.com/games/eu/en/topics/17337/

the second paragraph on how Konami intended for illusion monsters to function:
Illusion monsters cannot be struck down in battle. They can’t defeat other monsters in battle either, but they harm them in other ways instead. Take for example Nightmare Magician, an Illusion monster that gives you control of any other monster it battles.


Official introduction of Duelist Nexus which introduces Illusion monsters with their feature.

This will proves that all Illusion monsters will maintain this one and that if i would make an illusion monster that can be destroyed in battle would lead me to be a bad card designer?


What further "proof" do you need that illusion monsters will maintain basic battle immunity? Why do you keep asking for that? At the end of the day, there's ultimately never that much proof of anything now is there?

Maybe one day Konami will release something even more ridiculous to the TCG, like, normal monsters with built-in monster effects, or, I don't know, a new "Gemini" monster without the usual clauses that treat itself as a normal monster and offer a bonus effect upon extra normal summon, or a Union monster without the usual effect that equips / unequips itself, or, a Spirit monster without any of the usual Spirit monster effects like "Cannot be Special Summoned" and "return this card in the End Phase," or, a "Flip" monster with no actual effect that triggers upon being flipped up, or, a Level/Rank zero monster, or, a monster with negative ATK/DEF value or something.

Yet until that day comes, we still follow norms regarding such monsters.

So since Konami has once again clearly established another card design norm, that being illusion monster battle immunity, it makes sense we follow that norm closely until something comes up that suggests otherwise.

Also, no one's accusing you of being a bad card designer. Everyone has made, and will make, mistakes including myself. That alone doesn't automatically make us bad designers. Examples of actual bad designers would be those who repeatedly make the exact same mistakes for weeks if not months showing no signs of improving; those who deliberately ruin the format with broken / troll cards; or those people who deliberately disregard PSCT and word their cards so badly it causes major confusion / delays.

If i remember well when synchros have been introduted was official that for their summon (without the use of other effects) was necessary 1 or more Tuners plus 1 or more Non-Tuner monsters, years later we has Mannadium which changed that.


XX-Saber Gottoms which has been around since 2009 was the first synchro monster to not require specifically non-tuners for its summon, not Mannadium Prime-Heart.

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Post #19 by james123 » Thu Oct 26, 2023 12:20 am

Okay, Christen told me there's already a Guide explaining how making this Moot.
https://futuregamer-yugioh.blogspot.com/2020/09/the-pros-guide-to-custom-cards-create.html

Also, Block Reactor. WHY? Reactor does absolutely no work and he excpets you to donate to this absolute trash! This is no lie. Plus, Reactor Sucks D*cks. 500 absolutely giant d*cks and Reactor can take an ass pounding in the Missionary Position (even Underwater) (LOL CS188 REFERENCE)
Last edited by james123 on Thu Oct 26, 2023 12:33 am, edited 2 times in total.

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Post #20 by Christen57 » Thu Oct 26, 2023 12:30 am

james123 wrote:Okay, Christen told me there's already a Guide explaining how making this Moot.
https://futuregamer-yugioh.blogspot.com ... reate.html

Also, Block Reactor. WHY? Reactor does absolutely no work and he excpets you to buy this absolute trash! This is no lie. Plus, Reactor Sucks D*cks. 500 absolutely giant d*cks and Reactor can take an ass pounding in the Missionary Position (even Underwtaer) (LOL CS188 REFERENCE)


You need to put the link in the [url] tag or else it will cut off a chunk of the link and replace it with "..."


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