*Boys and Girls, let this serve as an explanation as to why your teachers said to NOT use Wikipedia as your resource for information... Upon further sloothing after posting this video, turns out there are a TON of discrepancies between the Yu-Gi-Oh Database and the Yu-Gi-Oh Wiki. Live and learn, I suppose.* 🤷♂️
@chrystalriver570
Ай бұрын
shouldve called joey man joshmo. a regular joshmo is a no one while a kibaman is a hero. itd be like a batman to super man
@tcgly3273
Ай бұрын
It'd be cool to have a special type of monster in the extra deck that has a "level/score" (whatever you wanna call it) up to 12. For each level/score that it has, it requires you to pay that much LP ×500. So it would balance/limit how much of them you can play. So let's say that I wanna summon a copy of "Blue-Eyes Quad Dragon" whose level/score is 12, that means I have to pay 6000 LP. I can see this as a good and bad mechanic. But thats every new type of monster that yugioh comes out with now. I prefer old school yugioh. But....this would be awesome.
@dudono1744
Ай бұрын
@@tcgly3273Ngl, this could make Dogwood the new Maxx C.
@t.b.g.animation6185
Ай бұрын
Bro i swear to god that this idea of a RED Yu-Gi-Oh card haunted me for like 5weeks and since i'm an animator i made a New fan séries with New original characters and Monsters. The animation process is on my youtube page. Bro please spread the word. And by the end of this week i'll drop a trailer for this séries.
@DebryanWard
Ай бұрын
Lol I didn't look anything up. Just came up with that
@DiverseStyle
Ай бұрын
You already knew what you were in for in the first 5 seconds when both the date and product of the first Link released was wrong 😭
@burblebineabbletv
Ай бұрын
Word 🤦♂️
@mitchellhancock7920
Ай бұрын
@burblebineabbletv The very first product for Link Monsters was NOT Cyberse Strike. I wasn't even a Structure Deck. It was a Starter Deck called Link Strike.
@TheAandJStudio
Ай бұрын
Jeeze chill bro @@mitchellhancock7920
@DevourerDragons
Ай бұрын
@@mitchellhancock7920 I actually own that one. It's neat imo
@shirokasute1520
Ай бұрын
And the 3 OG Link Cards was Link Spider, Honeybot and Decode-Talker
@seansisco9187
Ай бұрын
I would set the red Summon as a condition, like "If you control no monsters" or "if you control exactly 2 face-down cards" or "If your opponent has ", that way you could power scale based on the difficulty of the conditions.
@Sanguivore
Ай бұрын
I honestly like that idea a lot. Could create some really unique cards.
@charlesf.7947
Ай бұрын
hell, just make them summon to the extra monster zone only, so you have to clear that zone first before summoning another also they clearly shouldn't be summoning another monster from deck on summon lol. for a second i thought he was just gonna make joeyman a red-eyes equivalent of kaibaman "tribute this card; special a "red-eyes" monster from hand". which would've been perfectly fine for a free card. (i'm also assuming red summon is a special summon.)
@Practitioner_of_Diogenes
Ай бұрын
I was about to comment something similar. Red Monsters having a game state condition being met would likely be more balancing than slapping a "once per turn" on a summon of them.
@tcoren1
Ай бұрын
tbh that won't be enough to balance it since they would inevitably have one with the condition "you control no monsters" and one with a super easy to fulfill and just getting two monsters on the board with no normal is often enough to win the game. e.g. if both are cyberse you can link climb 5 times over and if both are level 4 you can do full snake eyes+fire king combo
@envyofthefuture1238
Ай бұрын
Awesome idea, I thought it could be where you need the materials in your hand, and either need to reveal them or discard them to summon red monsters.
@hopemetal3440
Ай бұрын
I would keep it as a free summon, but only allowed once per duel. If it is destroyed, it is completely removed from play, not just sent to GY or banished, so there's no getting it back. It could be used as a guaranteed opener, or something you could use to give yourself a chance to recover if your board gets broken. Basically, a monster you can summon if you just didn't draw any monster at a time when you need one, or any other opening cards (but if that's the case, you probably built your deck badly?). Also maybe disallow it to be used as material for certain summon types, but that would limit its capability as an opener.
@charlesf.7947
Ай бұрын
i like this, a once per duel, every deck gets a guaranteed opener. cut all the openers from the main deck so you have more room for hand traps lol.
@superkgaming8305
Ай бұрын
@@charlesf.7947 no not more hand traps please 💀
@TaLeng2023
Ай бұрын
Brah got Mind of the Plana'd.
@Ashacarlosalbert
Ай бұрын
I think being allowed to summon a red monster for free would be nice while being limited to only one red monster in the entire extra deck
@kaiserstorm886
Ай бұрын
megaman giga card ahhh card
@Practicalinvestments
29 күн бұрын
The ONLY way this could work is if ‘Red’ Cards acted like hand traps and could ONLY be used going second,, Because that would cause you to have to lose extra deck space that could be used for turn 1 combos BUT if you happen to go second they can be GREAT hand traps or life savers that stop your opponent from going full combo Example: “Red Hecate the Wicked Witch” Atk:900/Def:100 “This card may not be summoned by card or effect ignoring it’s summoning conditions. Only 2 ‘Red cards’ may be summoned per turn. This card can ONLY be summoned on your opponents turn. (Quick effect) if your opponent activates a card or effect that: adds card(s) from the deck to the hand, sends card(s) from the deck to the graveyard, or normal or special summons card(s) directly from the deck you can special summon this card from your extra deck to your field, then, negate that activation or summon, and if you do, destroy that card, you can only activate the effect of ‘Red Hecate the Wicked Witch’ once per turn” (didn’t research the attack but it should be high enough to beat over link 1 combo starters like link decoder and others that aren’t coming to mind right now but small enough to not beat over any real monster and be a risk to life points and otk for summoning in attack mode) That’s the only way I feel like something like that would work,, and even then they would have to carefully consider each card before putting into circulation (not something Konami is exactly known for doing) But it is an interesting concept nonetheless and I definitely think it could actually help the meta as most of the broken cards are extra deck cards so taking away some of that space (or taking a massive risk) could definitely help the meta be more balanced for other decks or play-style’s. I’m not really thinking that deep into it so I’m sure the idea could be flushed out a lot more but it is interesting.
@c.d.x34
Ай бұрын
I like the idea of Red summons being hard once per turns, and the monsters can only be summoned from the extra deck via Red summoning. It's a restriction that allows the cards to still be useful, without invalidating the other ED mechanics.
@goldenarmour7975
Ай бұрын
maybe even make them all once per duels.
@Practicalinvestments
29 күн бұрын
The ONLY way this could work is if ‘Red’ Cards acted like hand traps and could ONLY be used going second,, Because that would cause you to have to lose extra deck space that could be used for turn 1 combos BUT if you happen to go second they can be GREAT hand traps or life savers that stop your opponent from going full combo Example: “Red Hecate the Wicked Witch” Atk:900/Def:100 “This card may not be summoned by card or effect ignoring it’s summoning conditions. Only 2 ‘Red cards’ may be summoned per turn. This card can ONLY be summoned on your opponents turn. (Quick effect) if your opponent activates a card or effect that: adds card(s) from the deck to the hand, sends card(s) from the deck to the graveyard, or normal or special summons card(s) directly from the deck you can special summon this card from your extra deck to your field, then, negate that activation or summon, and if you do, destroy that card, you can only activate the effect of ‘Red Hecate the Wicked Witch’ once per turn” (didn’t research the attack but it should be high enough to beat over link 1 combo starters like link decoder and others that aren’t coming to mind right now but small enough to not beat over any real monster and be a risk to life points and otk for summoning in attack mode) That’s the only way I feel like something like that would work,, and even then they would have to carefully consider each card before putting into circulation (not something Konami is exactly known for doing) But it is an interesting concept nonetheless and I definitely think it could actually help the meta as most of the broken cards are extra deck cards so taking away some of that space (or taking a massive risk) could definitely help the meta be more balanced for other decks or play-style’s. I’m not really thinking that deep into it so I’m sure the idea could be flushed out a lot more but it is interesting.
@Gawatsu
Ай бұрын
Just one question. Anyone else remember when ritual monsters existed?
@burblebineabbletv
Ай бұрын
What's a Ritual monster? 🤔
@GaussianEntity
Ай бұрын
We forgor 💀
@MM-fj4py
Ай бұрын
Voiceless voice is literally meta rn i have no idea what your talking about. Pendulums are in a worse shape in the tcg.
@GaussianEntity
Ай бұрын
@@MM-fj4py #BringBackElectrumite
@Ecdemaniac
Ай бұрын
Yes because only like 4 ritual decks have ever been playable, one of which hit tier 0
@damienmcneff7715
Ай бұрын
A free monster for no cost is a terrible idea, especially if it’s one that lets you keep your full hand. Whatever restriction it has, WILL be played around. The fact it’s a special summon that can happen whenever and it only eats up an ED slot adds to this. Deck that don’t care about the ED now have a free summon to help if they brick, and decks that can play the card will abuse it like crazy. Imagine Snake-Eyes, but you have a free monster to just make Little Knight WITH its banish effect, for basically free at any point.
@burblebineabbletv
Ай бұрын
This will be the mechanic that actually ruins the game
@charlesf.7947
Ай бұрын
@@burblebineabbletv nah, the game will always adapt around itself. power creep has been real for a long time, people are just dramatic. if anything this mechanic would lower % chance to brick (which is a good thing)
@GaussianEntity
Ай бұрын
Yeah that the very least have it require a card(s) from the hand. That way it still follows the no summon idea but it's not free.
@kenji6492
Ай бұрын
What if to Red Summon, you have to pay the Red Monster’s Level x 1000 LP (maybe a higher / lower multiplier for certain cards). Would make LP Gain effects more worth it, and also giving them a Blood Sacrifice theme would tie into the color choice. Sanguine Summon also has a nice ring to it.
@burblebineabbletv
Ай бұрын
I wonder if Konami would ever consider a mechanic that revolves specifically around LP manipulation 🤔
@chrisbelair5916
Ай бұрын
Dinomorphia tier 1?
@Oros-LordofCinders
Ай бұрын
Shit, I literally just commented something like this lmao great mind think a like. I was thinking about the dark side of dimension movie when I thought of this.
@Sanguivore
Ай бұрын
I back this idea 100%. Sanguine Summon is also the perfect name.
@VixYW
Ай бұрын
Then burn decks become meta by stopping people from using red monsters... XD
@ren_suzugamori1427
Ай бұрын
I thought you would pay life points to play a Red Card. The boarder is red, like blood, so what better way to tie themes to red by just having the summoner pay life points equal to 100 times the Red Monster's level. The only life point that matters is your last, so it could be argued this would still be abusable.
@S.O.U.L.153
Ай бұрын
Would be perfect but should be 100 lp per lvl of the monster like lvl 10 is 1000 lp
@ren_suzugamori1427
Ай бұрын
@@S.O.U.L.153 yeah, I struggled thinking about the LP Per Level cost while typing. Originally it was 1k, but that would limit the level cap to 7, and then I thought 500, but then I keep thinking to the progression of Extra Deck Summoning, and ease of Summoning should be the way to go, so I stuck to 100, just so we could make that Slifer Retrain a think + easy to get out a Slifer the Sky Dragon Pharaoh Atem would love.
@ApolloX_Games
Ай бұрын
I think I’d be better if was 200LP instead of 100,making the requirement/cost more hefty for a the summoning of a monster,imagine summoning a 3000 beat stick for 800LP only? Nah that’s way to cheap make it 1600 and it’ll be considerable.
@tobequitefranco
Ай бұрын
Love it
@96Assassine
Ай бұрын
Easiest design is to make a DEF-Variant of Link monsters. C'mon it's obvious, Links can't be put into DEF and these could be the counterpart. They would need an indicator in which direction they should be turned but having one bold arrow would still be better than flipping the whole card sideways which would just look out of place in collections, even if it were just the artwork. Let's just call them Backup-Monsters since they essentially are that.
@cummywummiez
Ай бұрын
So shittier
@charlesf.7947
Ай бұрын
they could go in the middle 3 spell/trap zones between the pend scale zones and point to the other spell/trap zones.
@rhindx877
Ай бұрын
Thats super interesting, cuz even if the stats are kept low, getting a free monster you can summon anytime that can attack your opponent would be too dangerous. So forcing em to be in defense would perfectly balance everything and make them only have a use as starter pieces
@WingedEspeon
Ай бұрын
Like link monsters don't have defense points they could just not have attack points.
@GaussianEntity
Ай бұрын
Let's push it a step further. Red monsters must first be summoned in face-down defense position
@TheGloriousLobsterEmperor
Ай бұрын
Personally, I think I would take inspiration from Rush Duels for red cards. Have cards with conditions such as having a certain amount of lifepoints, having a certain amount of cards in the graveyard, controlling a certain monster, etc, and if you fulfil those conditions, *then* you can summon the monster. That way you could have cards with easier conditions be easier to summon, and really encourage people to create complicated scenarios by giving them cards with big rewards, have a card that requires your opponent to have 10 or more cards in their hand, or have no cards left in your deck, or have only 100 LP, and then you get a huge reward.
@a1rg3ar31
24 күн бұрын
I had the same idea. I would probably also restrict you to only being able to summon 1 per turn, so you can't just spam 3 copies of the same card onto the field at once.
@rednose9378
Ай бұрын
As a mtg player. You will regret this mistake. We've done companion mechanic before. It was a disaster.
@Ecdemaniac
Ай бұрын
Care to explain?
@rednose9378
Ай бұрын
@@Ecdemaniac there was a mechanic from 2019 set ikoria named companion. Basically u got an extra card from your extra deck with some deck restrictions you need to fulfill (all cards with odd / even manacost, deck with extra 20 card, etc) a free card. It instantly broke every format and make wizard errata the whole mechanic. It was disastrous.
@TaLeng2023
Ай бұрын
So basically they introduced Skills to MTG?
@rednose9378
Ай бұрын
@@TaLeng2023 skills as in duel links?
@TaLeng2023
Ай бұрын
@@rednose9378 yeah. Haven't played MTG but I suppose the companion works like skills that sometimes add cards to the ED, if not outright plopping a free monster on the field, for example one of Yusei's skills allow him to place a Formula Synchron or TG Recipro Dragonfly from "outside the deck," if the only monster the player controls is a Stardust Dragon or Lv 10 Synchro.
@JulianShowers
Ай бұрын
RED monsters: go in the ED, you can only perform one RED summon per Main Phase, and they are summoned by sending one or more specifically named Normal Monster from your Hand, Field, or Deck to the GY. To contrast them directly against Link Monsters, these cards can Only go in the Main Monster Zones, and only have a DEF value (they can be flipped facedown but cannot be flip summoned and must be special summoned in Defense Mode). The purpose is to act as a special extender card which interacts with normal monster(s) to summon them. They can have a RED value of 1/2/3 determining how many Normal Monsters are needed to summon them and their inherent lack of both a level and a link rating makes them incompatible with all summon types except tribute summoning. The lack of Atk means they cannot be used to directly OTK. Being able to summon one per main phase makes them balanced to going second as the first turn only has one Main Phase, and they help set up normal monsters into the GY. This help directly buff Normal Monsters for play, allows you to almost always summon the RED monsters, and mechanically can represent both fusing multiple cards together or one card being upgraded into a stronger form. Overall this would be a great way to get fans hyped for classic decks like DM, BE, RE, and Heroes, and gives an opportunity to retrain old Normal Monsters into a powerful Effect Monster (albeit without any Attack).
@boejeck1345
Ай бұрын
They dont need a link rating to be used as link material so ot would be a free link material
@codystevenson9648
Ай бұрын
My idea for a while has been "Rift" monsters. You tribute monsters you control whose levels equal or exceed the level of the rift monster, and on summon, it gains rift counters equal to its level. While on the field, the rift monster has conditions such as declaring attacks or using their effects, or even a cost during end/standby phase, which removes their rift counters. When a rift monster has no counters left, immediately upon resolving the action which removes its last counter, it is returned to the extra deck face-up, where it can be summoned again assuming you can meet its summoning cost. Like a combination of link monsters and mtg commanders, either its attack or defense is replaced by a summon surcharge, which is an increase to the requirement of the combined levels required to summon the rift monster each time it is returned to the extra deck. If a rift monster is destroyed by battle or card effect, it goes to the graveyard, if it would be returned to hand or deck, flipped face-down, or be affected by another card's effect which would remove its remaining counters, it goes into the extra deck face-down and is not subject to the surcharge. While an opponent's effect that returns a rift monster to the extra deck would not add to the summoning surcharge, the surcharge accumulated by the rift monster causing itself to run out of counters cannot be reset during a duel except by specific card effects. I think what would make this work is the generic nature of requirement, and the potential to balance out powerful stats or effects with high levels and high counter-removal requirements. The summoning cost is evocative of synchros, limited effect usage is similar to xyz's, the reusable nature is like pendulums, and the restriction of not having either an attack or defense ties it to links, while the explicitly temporary nature of its field presence and potentially modular barrier to access as the game goes on gives it its own identity. Given the speed of the game, i could see the surcharge element being overkill and a bit complicated to keep track of, and understand if people would prefer to just have a simple stat line or if its standard to replace the defense stat with the rift counter cost of an attack or end phase/standby phase maintenance cost.
@IC-23
Ай бұрын
I think another interesting way to change things about Red Cards is giving them no Level Rank or Links so they can't be used as free summons for ED extension meaning sure you lose on cool flexibility it stops the more likely option of them being used for degenerate combos
@Sunnernite
Ай бұрын
I think that, to make red cards balanced, they need some set up. For example, Joeyman might say, To summon this monster, you must first have a red eyes black dragon in your gtave yard. When summoned this way, you can summon 1 red eyes monster from your hand or grave.
@VixYW
Ай бұрын
Instead of being summoned for free, I think they should be brought out by specific effects, like it already happens to other Extra Deck monsters, thus replacing them in that category. For example, the runick fusions that you don't actually fuse into, you just bring them out via effects. Or heroes you summon from Mask Change instead of fusing. They'd be red monsters.
@ultimatedbz2
Ай бұрын
my idea for the red mechanic is to have the summon requirements require to be chained ontop of combos with no two red summons being tied to the same chain. Instead of levels cards have a Combo value to reflect how big a chain or combo they need to summon Expample: Ruby Magic Master Requirement: Summon to a chain where 2 or more spell cards were activated. Effect: At the resolution of the chain to summon this card choose one other spell in the chain, duplicate that effect Combo: 3 Crimson-Eye Draco Requirement: Summon chained to the destruction of your dragon-type monster in a turn 3 or more of your dragons were destroyed. Effect: Destroy 1 card in your opponent's hand then you can summon 1 monster from either graveyard to your side of the field, a monster summoned by this effect can't activate it's effects for the rest of the turn. Combo: 4
@TheWhiteMamba3000
Ай бұрын
So far, it just slifer being red on the back.
@dudono1744
Ай бұрын
ED quick-play spells (in a separate pile). Once per opponent's turn, during the standby phase, you can randomly add 1 of them to your hand. These cards can be activated from your hand at spell speed 2 (during either player's turn). You can have any number of them in your "Red Deck".
@TornadoZX825
Ай бұрын
this Red card supertype, in my hands, would still have summoning requirements I'd go with losing(not paying) 500 LP x the Red monster's Level, alongside sending 2 or more monsters to the GY. As a bonus, stronger Red monsters(i. e. any Level 6 or higher Red monster) will have "You cannot gain LP. This effect cannot be negated." in their text. That would absolutely make Psychic End Punisher mucn better than it already is, and would definitely be appreciared by Gold Pride, but that deck isn't exactly good, so I'm fine with the existence of a mechanic that makes one deck slightly better
@megainme
Ай бұрын
I think there is merit here, but a free summon once per turn might be too much, as no requirement to summon could break the game. A new idea of requirement would be “Banish X amount of X cards from your GV to summon this monster.” Being able to use the GV as a means to summon monsters from the extra deck allows for more playing around getting rid as many cards as you need from the GV to summon the RED monsters from the Extra Deck. Maybe the Joeyman RED card requirement would be: Banish 1 “Red-Eyes” Card from your GV to RED Summon this monster. As you can see, it doesn’t pertain to just Monsters, but Spells and Traps as well. RED Summon can REALLY benefit from cards that have a discard cost, turning something like Dark World Dealings into a free summon from the Extra Deck and a draw from the Main Deck. A RED Summon of a Blue-Eyes monster could require- Banish 3 “Blue-Eyes” dragon monsters & 1 Polymerization or Fusion Card from the GV to RED Summon this monster. If you got an opponent who would use a Deck-Out strategy against you, they’ll have to be careful of WHAT was sent to the GV for they might accidentally help you meet the RED Summoning requirements. Maybe a Towers equivalent might require Banishing 10 archetype cards to summon that monster. A steep requirement, but if you had the ability to get your Banished cards back or make of an engine that needs to banish cards to activate their Effects, then the RED Summon Monsters hold a unique interaction that might end up a advantageous situation even during Turn 1.
@arthurhilgert2707
Ай бұрын
Instead of summoning conditions, red monsters could have "deck building requirements" so you can use them at the first place. They would behave like skills, but yet different enough so they would be really a new thing
@Auron3991
Ай бұрын
Magic tried something like that with the Companion mechanic. They had to nerf it into the ground and many of them were still too strong.
@MOKIRITCG
Ай бұрын
I came up with idea of a “trial summon” mechanic. It’s an extra deck summon that players can only perform once per turn once you meet certain conditions. For example: Joeyman | Level 3 | Dark Warrior | Trial | 700 ATK 200 DEF You may Trial Summon this card during you main phase if you have Normal or Special summoned “Red-Eyes Black Dragon” this turn. You may only Trial Summon “Joeyman” once per turn. When this card is Trial Summoned, you may special summon 1 “Red-Eyes” Monster from you hand deck or GY. You may only use the effect of “Joeyman” once per turn. or Raging Dragon | Level 8 | Fire Dragon | Trial | 3000 ATK 0 DEF You may trial summon this card during your main phase if 2 or more Dragon-type monsters you control are destroyed by an opponent’s card. You may only Trial summon “Raging Dragon” Once per turn. When this card attacks, you may destroy all attack position monsters your opponent controls. You may only use this effect of “Raging Dragon” Once per turn. During the end phase, if your opponent controls no monsters, destroy this card. Or Crimson Knight | Level 7 | Fire Warrior| Trial | 2500 ATK | 2000 DEF You may trial summon this card during your main phase if you summon 2 or more Warrior Monsters this turn. You may only Trial Summon Crimson Knight once per turn. This card gains 200 ATK for every monster you control. Once per turn, you may tribute 1 Fire Monster you control: Until the end of this turn, this card is unaffected by spell and trap effects.
@uchosewiselee6776
Ай бұрын
It's a monster card that can only be played in the spell/trap zone. It has arrows similar to Link monsters. They must first be activated like a spell, by banishing a spell/trap from your field or graveyard. They can be "Red" summoned onto the field but will require banishing monsters from the field or graveyard matching their attribute up to their Link rating. The arrows provide buffs, additional triggers, or protection to where it points to.
@laughingman7467
Ай бұрын
This is like having a second hand of starter cards to the left. Pretty cheap but im liking the direction since current ygo is gonna make you jump hoops to get a combo going.
@TheJoethud22
Ай бұрын
Ironically enough, we had the same idea back when pendulum were announced yet. We just saw red monster silhouettes and he thought oh must be something mechanic involving red. Early leakers called it advant summoning. Work like assault mode where we send the monster from the main deck I special some of that card from the extra deck.
@chaossnowkitsune6377
Ай бұрын
Another possibility which could allow for some stronger effects would be to have it where you can only have 1 red monster in your extra deck period, but keeps the theme of not needing a summon requirement... unless the card itself specifically says otherwise.
@a1rg3ar31
24 күн бұрын
Here are some ideas for potential rules that the Red monsters could have applied to them. 1. You can only control 1 at a time. 2. You can only summon 1 per turn. 3. They can only occupy main monster zones. 4. Instead of summoning requirements, they should have summoning conditions, and have their text formatted similarly to Rush Duel cards. For example, with Joeyman: [Summon Requirement] Control no "Red Eyes" monsters [Effect] If this card is RED Summoned: You can Special Summon 1 "Red Eyes" monster from your Deck. (Quick Effect): You can banish this face-up card you control; Special Summon 1 "Red Eyes" monster from your hand. You can only activate each effect of "Joeyman" once per turn. 5. Give them a rank from 1-5 that would determine what the difficulty of their summoning condition and the strength of their effects (rank 1 cards, for example, I would imagine have no requirements, but would have weak effects). Also, I could see these cards being called something like Rush cards, due to their Rush Duel influence and to reflect how sudden their appearances on the field are.
@infernape100
Ай бұрын
I would say each red monster has some type of restriction that is wide enough that it doesn't make you play a junky broken deck but still needing to do some stuff. However, most red cards would be to assist another deck type, thus making the player have to build a deck centered around that deck.
@satanus_369
Ай бұрын
The fan-made Yugioh reboot "Dynamis Duel" made them Transformation monsters. Basically, if you have a specific monster on the field, you can "transform" it into a more evolved form by pulling the red card from the Extra Deck and stacking it on top of their "pre-evolution" like an XYZ. So for example, Dark Sage transforms from Dark Magician, Thousand Dragon transforms from Baby Dragon (instead of being a Fusion) and the Toon Monsters transform from their normal counterparts
@xionus2099
21 күн бұрын
I honestly kinda like the idea of them requiring tribute like a normal summon, helps balance them out while adding risk to choosing them because they take up spots for link, Xyz, and synchro monsters that could be more useful
@beuh0623
Ай бұрын
Maybe these red cards can have a sort of red rating where in order to summon them, you have to send cards from face up on your field or from your hand to the GY equal to the red rating in order to perform the red summon. That and having red summons be hard once per turns by game rules or even once per duel depending on how good Konami wants to make them
@megatonhammer9478
Ай бұрын
Id probably go about it like this, Red Summoning (or Skarlet Summoning) would be used on specifically old archetypes that can reliably work. So Egyptian Gods, Worms, and other archetypes that were made without an Win Con. You'd be able to have up to 5 cards in the extra deck that are red cards. Each card has there own prereq to be summoned, and the prereq get harder to accomplish with the higher of level you want to summon. So as an example, 1-4 monsters could have a requirements like summon a monster of the same type, attribute, and level as this red card, then Skarlet summon this card. 5-7 monsters could require a specific card in the hand that you would need to discard to Skarlet summon. And 8-10 mons would require you to send up to 2 cards from your extra deck that would equal the level of the summoned monster. The draw back to Skarlet summon would be that if it is destroyed by battle or opponent's card effect you would take the damage of the Skarlet summoned monsters highest value. In my head, it's a blood ritual summon aka why the cards are red in the first place. Also once the red cards leave the field, they don't go to grave. Instead they are flipped face down in your S/T zone and you lose access to that zone for the rest of the duel. This is why I say, I don't see these monsters being used to attack really but solely for their onboard effects. In the end, I could see this mechanic being used and because of the S\T zone being on the line it should make for interesting games
@Zero2HeroX
Ай бұрын
Maybe you could have it so that red monsters have something like a "red rating" where it has a number that signifies how many turns need to pass before you can red summon it, like a red monster witg a rating of 3 can only be summoned after turn 3 or something like that
@SylvesterAshcroft88
Ай бұрын
Red could be monsters that can only be summoned if certain requirements are met, but they can be summoned without activating certain effects, if not all requirements are met, similar to gemini monsters, as gemini feels like a failed archtype which could work with some tweaking. It could also be called something like Inferno, or Crimson monsters and do scaling burn damage when summoned, with it being offset by the number of spell/ trap cards on either side of the field, acting as a way to equalise both player's lifepoints, but with massive tradeoffs, like no special summons during this turn etc. It definitely does feel like red should be used as an archtype for burn damage specifically, or field control effects, similar to how you can block certain columns with link monsters.
@emobassist
Ай бұрын
I would make the restriction that red cards can only be summoned to the extra monster zone and only if a link monster points to a main monster zone can you expand to it. Also I’d make them have synergy with link monsters
@envyofthefuture1238
Ай бұрын
I remember when I thought I first saw a red card. I was really confused, and, being 10 years ago, my memory of the card is hazy. The card type (fusion/synchro/xyz) was called an Evolution monster, and belonged in the main deck, and required either the monster version of polymerization (whatever that is), or two of the same monster being sacrificed, had mid 2000 ATK points and an effect which had to do with sending extra deck monsters or ritual monsters to the graveyard for an effect which destroyed enemy monsters or buffed its own ATK for the turn. While this was a fake card, it was always an interesting concept of the strange red cards. This was a super cool video describing red monsters and how they would work in modern day Yu-Gi-Oh!
@godsmithofchaos
Ай бұрын
Can only be summoned into defence just like Link monsters only in attack. Have arrows similar to link and be used with them. Reverse of Link. Call them Chain. So you can have Links and Chains.
@user-jh4mw4kj3j
Ай бұрын
One red per side of the field and you can return one red monster to the extra deck to summon another (quick effect)
@christopherhodges7607
Ай бұрын
I would say for a red card you have to pay life points to summon them, then when the red card leaves the field, you either recover the same amount of life points, desl it as burn damage, or add it as an attack increase to another .onster for the turn
@9starcirno
Ай бұрын
My ideals for red cards would be like the other side of a coin for link monsters. I would name red cards as String for the ideal of the red string of fate. They can only be summoned in defense mode. A summoning requirement that string monsters would need is they can only be summoned next to another monster that isn't a string monster. String monsters will also say what kind of monsters they can be summoned next to when they can be summoned.
@jacksonholder2987
Ай бұрын
And here I thought I was finally going to get an answer as to why one of my cards looked like somebody colored the entire back in red with a permanent marker
@joshuadevlin1371
Ай бұрын
I always imagined red cards as a way to address the slowness of old boss Monsters. I would make them the trap equivalent of pendulums (in the sense that they are traps and monsters, no pendulum summon effect). They would be big main deck cards, like god card retrains, but they would also have an imperm style trap effect so that they don't brick up your hand. Example: Slither retrain Same level, and effect Trap effect from hand discard this card from your hand target one monster your opponent controls lower its attack by 2000 and if its attack becomes zero destroy that card.
@thorzap1374
Ай бұрын
A bit of a different idea, red cards could function like Deck Masters from early Yugioh. The idea being that, at the start of the duel, the red card is played automatically in its own specific zone. The red card would then have both benefits and downsides for its owner. The red card can't be removed from the field while its in the deck master zone. The red card could also be moved to the main monster zone at any time, however that also removed any protection the card had. If the red card in the monster zone is destroyed (or otherwise removed from the field), the owner loses the duel.
@kyuven
Ай бұрын
If I were to introduce "Red" cards i.e. a new type of extra deck card, I'd make extra deck *spell* cards. These would function basically like normal spell cards, but would inflict a rules change on the match. For example, inflicting the "summoning sickness" aspect of Toon monsters on all creatures on the field, or all dice rolls automatically come up as a 6. But as a cost you have to do something like play without your GY or skip your draw phase. If this sounds broken, the idea is they apply to BOTH players and cannot be removed from play except with another red card, and only one red card can be active at any time. The design space of the "Red Cards" would be that you inflict a penalty upon yourself in order to change a rule of the game, and said rule affects both players. The first one could be a real game changer (literally): "Banish 1 Spell, 1 Trap, 1 Effect Monster, and 1 Normal Monster from your Deck. No cards may be played from the Extra Deck except Red Cards."
@twapsgelacio
Ай бұрын
Would be nice if red monster summon is similar with link having some arrows. Maybe they are monster with no atk but only defense,can only be in defense mode, this extra deck monster can flip itself facedown,stopping its effect but gets aggro as it can be the only monster be targeted by atk or effect unless there are other red monster facedown. It also has flip face up effect.Also can flip itself faceup in response to anything only once per turn, Flipping in response to anything beside atk will make itself flip itself facedown at resolution.So its normal faceup nonflip effect cant be activated. Its flip also isnt considered as flip summon,but it can be considered as a trap activation.Flip effect of red monster isn't considered as monster effects. Also the back of the card has some similar link arrows,active when the card is facedown defense position. Summon mechanism would be tribute a facedown and banish any monster in hand (unless the card said something specific) to red summon. I would like to call this Fortress summon,Monster design would look like a simple wall, castle, trench etc.
@Rose-85
Ай бұрын
i like making up fanmade archetypes but for a whole new summoning mechanic i feel would be pretty hard, atleast for me since a lot of the ones we have already cover so many ideas, and adding a new universal mechanic like that in a game like yugioh is practically playing with fire with how easily things can spiral out of control
@angelgorm8230
Ай бұрын
What if there're no level restrictions and you could only perform a red summon once per Duel? There could also be main deck and other extra deck cards that get released alongside the red cards that would allow a player to circumvent this restriction at some cost.
@chaoticblackstallion7309
Ай бұрын
I really like Because, as long as we're careful with it, it wouldn't destroy. The game, if we just made to wear red monster, search as free starters, so if you're appointed sets up a board of negates, you have a way to play out of that. Which will deal with the biggest problems
@Kostas_Dikefalaios
Ай бұрын
I would make them upgraded versions of main deck monsters. Call it an Evo summon. They would require the monster on the field (face up or face down) and maybe some other cost to be summoned and it would be treated like an additional tribute summon, not a special summon. The materials used would be returned into the main deck. These Evo monsters inheritly cannot be used as material or be tributed for anything else though, also making them immune to Super Poly or Kaijus. Only one Evo summon per turn. An example: Divine Disciple - Level 10 - LIGHT - Fairy - ATK 1100/DEF 600 • 3x "Ra's Disciple" This card can be treated like 3 monsters for a tribute summon. If this card is Evo Summoned, you can activate this effect: During the End Phase, add 1 DIVINE monster from your deck or GY to the hand. During your opponents turn, you can (Quick Effect): Tribute summon 1 DIVINE monster using this card. If a monster was summoned using this card as tribute it gains the following effects: ● This card is unaffected by effects that would negate its effects, also your opponent cannot respond to any of its effects. Cannot be removed from the field by your opponent in any way except battle. Cannot be flipped face down. Cannot be te taken control of, be tributed or used as material. Other type effects only affect this card until the end of the turn they were used or activated. (Egyptian god card support that would grant them their protection effects basically. Ra's disciples restriction on special summoning would be overriden by the Evo mechanic since its treated like an additional tribute summon.)
@viniciustavaresleite1511
Ай бұрын
For some op effects such as the joeyman, I'd say that adding a "your opponent draws 1 card" type of thing would be enough for the balancing, considering almost every deck runs 10+ handtraps
@Shadowzdota
Ай бұрын
My idea is something akin to a maximum summon, the main monster will be in the ED, summoning condition, must have at least one or more monster in this cards requirement on the field or in hand. Summon this card to the center monster zone then place the required cards onto an empty monster zone. If there are none, the piece may not be placed. All pieces and the main monster are treated as a single monster, if the main monster or any pieces are removed from the board send all pieces and the main monster to the graveyard. No other monster may be summoned on an occupied monster zone. The main monster gains effects depending on how many pieces are on the board.
@CAMnami
Ай бұрын
I think we can learn from pokemon in a way and have red being a "burst" summoning mechanic in which you have one monster than maybe play a certain card to play a stronger version of that monster
@clintwoods9995
Ай бұрын
You can only red summon a monster as a special summon, and only if a, monster with the same level is on your field. 5 and up requires at least 2 monsters whose levels equal the red summon monster. Level 2 + level 6 summons level 8, and you can only red summon once per turn
@sergethegreymage5093
25 күн бұрын
I was also thinking about red cards from extra deck, but my idea is different. I'm leaning more towards the idea that they could only be summoned if monsters on the field are in certain position, like two monsters in adjacent monster zones or there's a gap between them. So you're basically no losing anything at all, but still get additional monster. Their main mechanic would be that they function like some sort of a field spell monster giving other monster protection, increases attack and etc. However in opposition to links, for example, they would only have a defence, but a very high one and some protection, like not getting killed at one shot similar to gyroid or anything else. Thematically they would serve the role of commanders of the army. That's my general concept.
@berylredburrow__8810
Ай бұрын
No cost would definitely break the game. My idea is called "shift monsters" They'd require you to use both monsters and spell/trap cards as material, and would have the unique effect of being able to move between the front and back rows. They'd have separate effects for the front or back row, and could only move inside their column. If a card is placed in that column, they'll be unable to shift. While in that back row, they can't attack or be attacked, but are still treated as monsters. Shifting is treated as changing battle position, so you can't do it the same turn you go from Atk to Def, or vice versa
@alisterkold
Ай бұрын
How about u need to discard a monster with the same lvl and attribute as the monster from the extra deck to summon the red card
@Oros-LordofCinders
Ай бұрын
RED Summoning would be nice if it worked like Dimension summoning from the movie, monsters in the extra deck with ?/? stats, you're allowed to summon one REd monster per turn, and you pay LP in multiple of 100s -500s to give the Red monsters stats. Certain monsters could function like the Armed Dragon level 10 where depending on the amount of LP used to summon it, gives it a variety of effects.
@richardstamm2144
Ай бұрын
This sounds like it fills the same niche as one I've been thinking of for a while. Access for key cards without being too broken. I was thinking of it as an Ace deck, where you could add any main deck card, up to a total of (1-5?). Your main deck cannot contain any cards with the original name of a card in your Ace deck, and each card in the Ace deck is considered to be a 1 of. During your turn, you could treat one card in your Ace deck as if it was in your hand. The purpose was very similar, where this was meant to be reliable access to the most important combo starter cards, and where it inherently is compatible with all existing archetypes without needing to print off a bunch of new support. I think if you do have Red cards, you'd want them to be inherently 1 of combo starters that can set up hand, field, or graveyard rather than having it be an end piece. The other way I could see them being used is in-archetype protection to prevent older archetypes from getting their already limited lines from getting easily shut down by a single negate. Last, I think you'd want to prevent Red monsters from being used as material for any other extra deck monsters. Maybe you could take the extra step and treat them similar to a magic card, where it simply fires off its effect and goes away.
@azurephantom100
Ай бұрын
eater of negates: if your opponent controls one or more monsters that are able to negate a card(s) red summon this card and if you do banish those monsters face down. cards cannot be activated in response to this effect. you cannot summon monster(s) that can negate cards this turn. my idea is a card(s) that deal with something but restrict the owner from doing something outright
@ALLORD-kf9yn
Ай бұрын
Having these specific to the arch type would be amazing.
@four-en-tee
Ай бұрын
I think my biggest problem with red yugioh cards would be that it wouldn't look very good. Like, unless we make it fucking crimson or something, it'll just look like an eyesore. At least rituals, fusions and links are all cool colors (as in they fall in the green/blue/purple spectrum).
@PeinxAMVs
Ай бұрын
Honestly I would make the red card idea more of like an ascension kind of thing for cards that are already in the game so like baronne for example would have a red card version and I think they all should go, (if you control such and such on the field you can red summon this card from your extra deck) the draw back is having to decide if you want to remove any extra deck cards for a game changing effect, so with how baron has the effect to destroy once per turn, I would give it the effect that (you can destroy one card on the field, if you do you can also select a card in your opponent’s graveyard and banish that card or banish the top card of your opponent’s deck) while still having its regular effect, this then makes it that you are forced to play a hand trap to stop the effect or take the risk of having a card you may need next turn banished
@redrogueart8697
Ай бұрын
I always imagined a "red" monster existing in the main deck and sorta acting as a median. The player would have the option to "red" summon from their hand or deck whenever they meet the criteria but the "red" monsters would also be summonable from the hand as normal monsters with no effect mainly to avoid the biggest problem facing ritual monsters. The gimmick could be dual typing or something I guess.
@lordzaneu6749
Ай бұрын
The fact that you can just summon them makes this absolutely broken you’d have to make them take up a normal summon or have it to where you can only summon them once per turn
@skullwac
Ай бұрын
Maybe for the higher level monsters is to pay life points like you have to pay 500 or 1000 for every level past 4 so if you summon a level 5 then you have to pay 500 or 1000 (which ever we go with) to summon and if its a level 6 multiply by 2 ect. that could be a way to balance it
@burblebineabbletv
Ай бұрын
I do wonder if Konami would ever make a game mechanic that is dependent on Life Points and what they might do with that
@MidnightVCoco
Ай бұрын
Maybe Red cards could be extra deck monsters that make it so ONLY red cards could be the only extra deck monster card on your side of the field, so only 1 extra deck red card is on the field another one cannot be played. but to offset the negative effect it makes it so your opponent cannot use any effect other than 1 type of extra deck monster as well. so you could say fusion and they only use fusion.
@Khalolz
Ай бұрын
When you said "We're going to ignore summoning conditions altogether" I thought of something like conditional cards which automatically play themselves to an available zone when you meet the requirements. For example: - Spellcaster monster which summons itself as soon as you have 7+ spell counters on field - Dragon monster which automatically summons itself if you pop the opponents entire field You could also have continuous spell/trap effects that trigger tihis way: - Spell that gives each monster an extra attack if you attack 5+ times in the same turn - Fusion Gate style spell which activates if you fuse using 3+ monsters at once - Trap that locks opponent's backrow traps if you quick synchro during combat Idk how strong or weak these effects would be, I havent played this game in ages, but another game I play has a similar-ish mechanic and I think it'd be a cool way to give decks a new wincon without being too explosive maybe
@angeloireland576
Ай бұрын
red monsters, will oprate similar to commanders in magic the gathering. they will start off in a side zone out of the current deck and zone areas, i will call this the Red Line. they will have 2 effects for each card and can be specail summoned at any time by using there Red Line skill. when on the field they can not be sent to the gravyard but in stead when they would be sent to the gravyard they would be moved to the Red Line instead. for example. Joyiman - When a red eye black dragon would be the target of an ability summon this card to the field then and it is now the target, then flip a coin if heads redirect the ability to a target of your choosing if not it goes though like normal. this can only be done once per turn. when on the field red eyes black dragon gains 500 atk and def and can attack twice a turn. this card can not be used as a sacrifice for the summon of another summon. something like that were they have effects that what like that and it would make them something like a mascote for the deck.
@nimisisblademedia866
Ай бұрын
I like your ideas especially balanceing to a once per turn mechanic. My idea is to have a mechanic that's tide to the opponenta actions in some way. The harder they go the more you can do on your turn with trap cards being somewhat less valuable to gain from as to give traps more reason to be ran.
@JazzyKitsune69
Ай бұрын
Cyber Fury Dragon-lvl 4 1600 atk 2100 defense When this card is special summoned from the extra deck add one spell/trap card that targets cyber dragon from your deck to your hand,when on field or gy this card is treated as cyber dragon.
@josephrasgado1782
Ай бұрын
In order to red summon you have to pay life points equal to the attack points of the monster that you're trying to summon.
@asrieldreemurr2523
Ай бұрын
I mean, tribute summoning is just another form of normal summoning, so why can't red summoning be different varient of it thats separate? Example: When your turn starts, you get to draw one card and normal summon as usual, but in addition, you can make the decision to summon a Red monster! Maybe alternatively to normal summoning, you could stockpile red summons (1 for
@Wolf_Lord
Ай бұрын
Well i was thinking abt extradeck spells= magics, and ex traps= storms. They require to send spells and traps of the same types ( continuous, quick, normal, field or equip) to activate, the number depends on their "power" which is just spelltrap lvl, and each whould have an additional effect: quick magic: can be activated from hand Equip magic: can be equipped to every suitable monster, but there can only be 1 equip magic on the field Field magic: applies a small negative effect to the opponent Normal magic/ storm: enters the "extra spelltrap zone after used and can be activated again in a different turn Continuous magic/storm: each turn it requires 2 times to get destroyed by the opponent Counter storm: negates 1 effect in the chain of your choice if you wish to Ritual magic : let me know if anyone has ideas
@Alexis_Sousa
Ай бұрын
I would create Pendulum monsters where it would be half monsters and half traps. They had to be previously set and wait a turn in order to activate their Trap effect, and once activated and their effect resolved they would maintain themselves on the field just like pendulum monsters do in their Pendulum Zone, but instead of being treated as spells it would be traps (so, Continous Traps) and as an added bonus would be at any time during the opponent's Main Phase, if at least one of your Pendulum scales is a Trap Pendulum monster, then you can Pendulum summon in the opponent's turn as well (this is simply because you most likely were not able to perform a Pendulum Summon on your turn since at least one of them was face-down as a trap)
@freakyfrosty4277
Ай бұрын
I'm thinking quick effect summon. You can summon it either by meeting its summoning requirements, or you can quick summon it to the field but it is unable to attack, and once your turn is over it goes back into the extra deck and you can only quick summon that monster once per duel, however you can still special summon the monster if you meet its summoning requirements. The point of quick summoning would be to use that monsters effect in the moment it is quick summoned. Idk i'm just pulling stuff out my butt.
@pabloanapedro2740
Ай бұрын
Maybe you can just normal summon red cards from your extra deck. It would make the ruling and understanding a bit easier, and normal summonning from extra deck could be a new mechanich interesting in some scenarios. In this way they would add like some extra cards for your hand but they would not be too broken.
@kyleneeley1
Ай бұрын
Call it burst summon and make it only available if you control less monsters than your opponent or something. The only problem though is the effect of the card won’t matter that much because people will just use it as an xyz or link monster material
@animemasterdub4732
Ай бұрын
If I had to choose a mechanic for a red card I was thinking of a mechanic called evolution. This mechanic would require only 1 monster already on the field as a requirement for it to be Evolution Summoned. When the evolution monster is summoned the card used as its material is attached to the evolution monster as its soul or soul material. While it the evolution monster has its soul material it has access to its special effect. If an evolution monster would be destroyed by battle or card effect it could send its soul material to the GY instead to keep it on the field. If the player decides not to send the soul material to the GY instead they can special summon the monster used to summon the evolution monster back to the field.
@_KeMvin
Ай бұрын
Idea: It's called an extra DECK, so why limit ourselves to monsters? RED cards could also have a requirement like any other extra deck monster in that it needs a form of "tribute" or "material," but it could be a very specific game state that has a generically good effect, or a card that is meant for an archetype that only helps that archetype but is very commonly played in it. I think extra deck slots being used for a kind of cost-requiring spell would be neat. Here's a few examples: "Pot of Advancement" Requirement: Banish 2 cards from your hand that mention the word "Drawing" Effect: Draw 2 cards Or "Dark Magic Destruction" Requirement: Tribute 1 "Dark Magician" on your side of the field Effect: You can either: - Destroy all spell and trap cards your opponent controls - Destroy all monsters your opponent controls Obviously cards could be more complicated than this, this is just me thinking of some ideas on a whim, but don't think we need more monsters. Rather, a new type of "backrow" or "non-monster" effect could spice up the game, especially if said card type could be utilized on you or your opponents turn only OR at quick effect speed. Much more dynamic gameplay, would probably break a lot of things lol.
@themapguypart2
Ай бұрын
XTRA HERO - RIGHTEOUS RED Level 5 | Warrior/RED/Effect | FIRE If you RED summon this monster, you can activate one of the following effects: - Special summon 1 HERO monster from your hand or GY. - Add 1 "fusion" normal spell, "Polymerisation", or "Change" quick-play spell from your deck to your hand. You can reveal 1 HERO monster in your hand: (quick effect) this cards name and attribute become the same as that monsters if used as fusion material this turn. You can only use each effect of "XTRA HERO - RIGHTEOUS RED" once per turn.
@LoneCarrot
Ай бұрын
I like a lot of these ideas, my two cents is that if you RED summon then it would be like a normal summon from the extra deck but in doing so you can't summon from the extra deck for the rest of the turn. I don't know how it would affect it but I like to imagine the RED cards as support for Main Decks that have problems being competent without generic easy to create boss monster from the extra deck.
@trigomathmancer9217
Ай бұрын
Red spells, normal spell cards that you can put on your extra deck, to activate them you reveal them first by placing them face up on top of your ED, pay the cost and send them directly to the GY after resolving, note that they would be exclusively normal spells, no QPs.
@LonewolfWarrior-mk5nz
Ай бұрын
I have an idea for a new extra deck summon mechanic. But it will sound extremely op. This is what o call and eclipse summon. The requirements for the summon is you pay a certain amount of LP equal to its level to summon. But you can only eclipse summon once per game.
@walterlopez5054
Ай бұрын
i'd limit red summons to one per turn. as for how they'd work: each time your opponent negates or destroys one of your cards during your turn, you the player gain 1 red counter. at any point during your turn you can trade in red counters for a red monster with levels equal to your red counters. red counters disappear at the end phase. the more times your opponent interrupts you, the bigger the red monster you can RAGE SUMMON!
@alikcd
Ай бұрын
I liked what you were thinking, but it’d be better if they had conditions as there summoning mechanics. Like if your opponent had 2000 more LP or if you had a normal monster on field. Something gamestate related that would then allow you to take one of these red cards and summon it to the field for free from the extra deck. No need to send any materials or anything. You would just need to adjust the state of the game with other cards or effects
@simplicit570
Ай бұрын
Field Monsters are the only zone that doesn't have a monster type attached to it
@Auron3991
Ай бұрын
I think your idea with Ruby Synchron of putting a game restriction on until a condition is met is a good 'cost' for this. More severe restrictions could be used as the balancing factors.
@SnipeMD
Ай бұрын
RED monsters should exist in the Extra Deck as monsters which once per turn can be Special Summoned from the Extra Deck during your Main Phase 1 or 2 by letting your opponent draw a card based on the number of stars the monster has (1-6 Stars: Draw 1, 7-12 Stars: Draw 2, If a card mentions 3 Tributes: Draw 3). This would be similar to a "Blood Sacrifice" of sorts, essentially "Dark Bribe" but allowing you to Special Summon a monster instead of negate a card effect.
@sethcaron4703
Ай бұрын
Reminds me of the skill card mechanic from speed duel but in the extra deck, I think this could be interesting, though maybe make them mostly powerful archetype exclusive extenders that can only be summoned under the specific condition "you can RED summon this card only if your opponent controls more cards than you" because going 2nd in yu gi oh is very difficult so maybe helping the guy losing the dice roll could be greatly beneficial.
@swooshswish4063
Ай бұрын
Emergency summon, free summon, but returns to extra deck on end phase
@swooshswish4063
Ай бұрын
or make it spicy: only on your opponents turn
@arkadarkartist
Ай бұрын
back in 2013-14 I developed my summoning mechanic for my fanfic, "myth summon", which, obviously has a red frame haha. I also ditched the *spent* of materials for its summon. You would rather need a tuner-like monster (oracle) on field and to fulfill certain conditions (have x number of monsters banished, have x number of spells in grave, have no cards in hand, etc.), then you CAN special summon it without spending any resources It's way more complex than that, since it was meant to also be a kind of deck master, but without much free time I haven't been able to progress on the fanfic and actually use it.
@burblebineabbletv
Ай бұрын
Really cool!!
@nathanvig4401
Ай бұрын
I had an idea for red cards a long time ago, from what i can remember i called them banners, for yoy had to control a monster of a Type or Name to play it, and if you didn't have a monster of that type, you couldn't use the effects of the card, and at the end of the turn, if you didn't control what it required, it would fall into the GY. I scrapped the idea a long time ago when I realized I was basically just making non-speed dual skill cards. But I'm personally hoping that if they do make a red card extra deck thing, they can do retrains of a bunch of the archetypes that involve rainbows and give a bunch of archetypes like multiple different summonings one per color
@leanplatypus1691
Ай бұрын
This video reminds me of deck masters with you just being able to summon them at no cost. Maybe having something like that would work if it locked you into an archetype.
@reality6442
Ай бұрын
Have them meet specific conditions that are explicitly written on the card like "Special Summon Only" Effect monsters in the Main Deck (what MBT proposed) but they start in the Extra Deck instead and don't count as Effect monsters unless they actually have an effect.
@123therealoneog8
Ай бұрын
Honestly wouldn’t mind if being like a ritual monster type of mechanic where maybe you get rid of certain extra deck monsters or something like that as a cost.
@burblebineabbletv
Ай бұрын
Make Rituals great again 😅
@streetguru9350
Ай бұрын
Simple, expand the extra deck limit by 5, but only so you can add 5 normal monsters of your choice that you can normal summon with once per turn at no cost. Dunno if that should have a tuner restriction.
@darkglass3011
Ай бұрын
Suggestion: Create a brand new Zone like Cardfight Vanguard's Damage Zone with the following rules: 1. If a monster would normally go to the Graveyard, you have the option to move the card to this Zone face up. This way, you can't recycle those cards from the grave or banished for the rest of the Duel because they're in another Zone entirely. If you want to recover cards from this Zone, you must use cards that specifically interact with this new Zone. 2. Cards in this zone can be used as a cost to summon "Red" cards by flipping them face down in this Zone according to the Red Card's requirements. Also, you can activate a Red Card's effects by flipping the required number of Face Down cards in the new Zone face up. This makes it so that there is a natural cap in how many Red Cards you can summon and how many of their effects you can use per turn.
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