Results 1 to 32 of 32

Thread: TPM TCG ( Main Topic )

Hybrid View

  1. #1
    Solar Blaze Wizard Cool Trainer
    Cool Trainer

    Join Date
    Mar 2002
    Location
    Under a Rock on Mars
    Posts
    578

    Default Re: TPM TCG ( Main Topic )

    *nods* Very well.

    Just for clarification (not everyone has experience with the OCG)...

    Cyclone = Mystical Space Typhoon
    Tempest = Heavy Storm
    Destruction Ring = Ring of Destruction*
    Holy Barrier - Mirror Force = Mirror Force

    *This is only an assumption, for there is an actual TCG card named Destruction Ring. You destroy one of your own monsters and inflict 1000 damage to each player.

    Also, I cringe ever-so-slightly when I see 4). How will it be judged if one (or any) of the seven listed cards are 'beneficial to the deck's main tribe'? All seven cards are highly useful in just about any deck that plans on winning.

    It's actually this exact rule that makes me think modifying the card effects themselves might be better than forbidding them outright. If they are modified (with added activation costs and/or requirements, for example), there would be no need to forbid them, because a) we know they would be fair, b) we know they would be beneficial only in certain decks, and c) we would still be being creative.
    Last edited by starjake; 1st June 2008 at 08:22 AM.
    Quote Originally Posted by Hinoryu
    I shall not be out-nerded!

  2. #2
    Master Trainer
    Master Trainer

    Join Date
    Apr 2001
    Location
    你永远想不到的地方!
    Posts
    8,139

    Default Re: TPM TCG ( Main Topic )

    Quote Originally Posted by starjake View Post
    Also, I cringe ever-so-slightly when I see 4). How will it be judged if one (or any) of the seven listed cards are 'beneficial to the deck's main tribe'? All seven cards are highly useful in just about any deck that plans on winning.
    You have seriously mistaken here. Under number 3, all the above seven cards, which I had mentioned, could be used in any deck but only up to a certain allowed number as indicated in the brackets. The deck user could choose to use them or to ignore them.

    These cards under the list for number 3 will only undergo a name change and its effect would still be retain. The moderators had considered each card as playable and not so overly powered like their predecessors. Of course if you think that there are other cards that must be included in that list to make the deck more playable, by all means you can voiced it out.

    Rule number four has no relations to number 3. I had thought of this rule carefully myself before allowing it in the game. Take for example the card, Umi. It is an existing field card from the present metagame that is beneficial to all main water types. The card itself is beneficial to only water themed decks. So if you are playing a water themed deck, you might want to consider on using it yourself since the card would be allowed into the deck under rule number four.


    Quote Originally Posted by starjake View Post
    It's actually this exact rule that makes me think modifying the card effects themselves might be better than forbidding them outright. If they are modified (with added activation costs and/or requirements, for example), there would be no need to forbid them, because a) we know they would be fair, b) we know they would be beneficial only in certain decks, and c) we would still be being creative.
    Well, you could do that. I did not say that it is not allowed. You can create any cards you want with any additional requirements but in the end, it would be us that judge to see if the card is overpowered. I hope that answers your questions.

  3. #3

    Default Re: TPM TCG ( Main Topic )

    A Restrict list would work better than an all out Ban list.
    It stops people relying on the old 'get out of jail cards' that noones seen for so long cos theyve been on banlists for years etc.

    The only thing to watch for is 'alternate' cards that are really exactly the same with minimal drawbacks.

    Afterworld ~ Chapter 2 | Blood Bowl ~ Chapter 3
    If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.

    ASB Record
    W-12 ~ D-2 ~ L-2

  4. #4
    I Finnished last Moderator
    Moderator
    Mikachu Yukitatsu's Avatar
    Join Date
    Sep 2001
    Location
    World 6
    Posts
    17,689

    Default Re: TPM TCG ( Main Topic )

    I know this is a pathetic attempt of a card, I don't know a thing about the Yu-Gi-Oh! game, just read the first volume of manga, which featured no cards at all. So I don't know what kind of text I should write in which place.



    Sorry if you don't see imageshack but I didn't bother to look for my photobucket password. I left it home.

  5. #5

    Default Re: TPM TCG ( Main Topic )

    One thing i would like to ask, for anyone that currently uses YVD where are the later sets downloaded from. Im not sure where i am (downloaded the latest version of YVD) but i know cards like Hero Kid arent on my deck shop etc and that set was years ago.

    Afterworld ~ Chapter 2 | Blood Bowl ~ Chapter 3
    If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.

    ASB Record
    W-12 ~ D-2 ~ L-2

  6. #6
    Veteran Trainer
    Veteran Trainer

    Join Date
    Sep 2002
    Location
    The Fanfiction Forum
    Posts
    19,535

    Default Re: TPM TCG ( Main Topic )

    Roy has requested that I post my comments here so that the creators have the opportunity to make edits before the set is released. I'll just copy and paste what I told him earlier.


    The Grey Hunter: It seems very overpowered to me. If the resurrection (and its accompanying bonus) was limited to being destroyed in battle, sure, but that's basically an instant summon that can't ever be destroyed.

    The Inquisitor: A somewhat weaker card than other "see your opponent's hand" spells, but the addition of it as a continuous spell opens up some interesting possibilities. I kind of like this one, personally.

    Face-Eater Squig: The effect seems... ambiguously worded. What happens if it is flipped due to another card's effect rather than an attack (or by its controller, for that matter), or if it is summoned face-up in the first place? And I think it's saying that the attacking monster's ATK is halved until the attacking monster is destroyed, but it could just as easily mean that the Face-Eater Squig must be destroyed to restore the ATK of each monster that has done battle with it.

    Charge of the Juggernaut: Seems like it should be 5 stars rather than 6, but no real qualms here.

    Fields of Khorne: "They must do battle with an opponent." When? Each turn? On the turn that FoK is played? Or is it just saying that they can't avoid battles with other monsters? Not specified...

    Drama Bomb: The additional comment is... weird... but the card itself is fine.

    Aspiring Champion: Seems slightly broken. Say you have Old Warlord and Poly in your hand; summon OW and get Young Warlord, fuse them for an instant 2300 and the retrieval of a downed monster. Seems like too simple of a combo to be so devastating, but maybe that's just me. The metagame has favored fusion a lot more lately, after all...

    WMD Hunt: What happens if it is in multiple places? If you guess one of them, does it still count as being "correct"? Also, does the card's own effect limit the opponent to naming a card in his/her deck, thus making it obvious to the player where it is? Just noting some poor wording...

    I get to push the button!: Way too game-breaking; I agree with its exclusion.

    Flame Bait: Knock off 400 or so DEF and this is fine.

    Limed for Truth: The DEF boost is overpowered. I have no problem with the ATK bonus, as your opponent has ample opportunity for retribution during his/her turn, but since the DEF bonus is powerful during your opponent's turn you could attach one or more of these to a defensive card and make a veritable wall. I don't think other DEF-boosting equips are so powerful... 1000 points from a single card is a lot.

    Godwin's Law: More ambiguous text. What counts as a reference to those concepts? This would be better if the words themselves had to be mentioned.

    Dread Knight of Healdtannia: A 2500 ATK six-star with a very beneficial effect? Heck no.

    1000 Years of Devastation: Unless King Healdtannia is exceedingly hard to summon and has minimal strength, this is absurdly overpowered. Talk about a total lockdown card...

    Divide by Zero: You'd think I'd have more of a problem with this, but since total destruction cards leave the player wide open, it's fine by me.

    Banhammer: Need to be restricted, but it's not overpowered enough for me to complain otherwise.

    Renew: A tad strong, depending on playing styles. 50 LP for each card, maybe? I don't have a huge problem with this card, but 100 LP just seems like slightly too much.

    NINJA!!!1: Way, way too ambiguous.

    Epic Loot: No problem with this, except that NINJA!!!1 is ridiculous.

    B.O.W. T-Zombie: What's the point of putting counters on your opponent's monsters? Do you get to use them for sacrifices as well? If so, much of the set seems broken to me. (It's more understandable if you just sacrifice the counters for Nyx.)

    B.O.W. Crimson Head: Is it special summoned the instant the T-Zombie is destroyed, or can it just be special summoned at any time while T-Zombie's in the graveyard? And what if there are 2 or 3 of them destroyed instead of the 1 listed in the card effect?

    Misc Marauder Muffin Man: That's a wicked bonus. At the very least, his initial ATK should be lower.

    Misc Marauder Fat Man With A Monkey: Okay, this makes every other Misc Marauder card completely and totally broken, moreso than any other card I've mentioned so far. This effect is, to put it bluntly, ridiculous.

    Horn of the Marauders: Wouldn't be too bad if it weren't for the absurd power-up effects of this set.

    It's Over 9000!!!!: Infinite wall, keep it away.
    IT HAS RETURNED.
    THE TPM MAIN SITE.

    Quote Originally Posted by Gavin Luper View Post
    Holy crap ... I'VE become a grammar nazi, too.

  7. #7

    Default Re: TPM TCG ( Main Topic )

    Well to comment on the ones that apply to me....

    Quote Originally Posted by mr_pikachu View Post
    The Grey Hunter: It seems very overpowered to me. If the resurrection (and its accompanying bonus) was limited to being destroyed in battle, sure, but that's basically an instant summon that can't ever be destroyed.
    I was having the same thoughts. I think i will probably limit it to 'destroyed in battle' etc

    The Inquisitor: A somewhat weaker card than other "see your opponent's hand" spells, but the addition of it as a continuous spell opens up some interesting possibilities. I kind of like this one, personally.

    Face-Eater Squig: The effect seems... ambiguously worded. What happens if it is flipped due to another card's effect rather than an attack (or by its controller, for that matter), or if it is summoned face-up in the first place? And I think it's saying that the attacking monster's ATK is halved until the attacking monster is destroyed, but it could just as easily mean that the Face-Eater Squig must be destroyed to restore the ATK of each monster that has done battle with it.
    The effect only works if it is attacked, and yes it is a permanent effect on the monster that activated it. I suck at writing rule mechanics lol.

    Charge of the Juggernaut: Seems like it should be 5 stars rather than 6, but no real qualms here.
    It should be a 5 star. Must have put 6 by accident.

    Fields of Khorne: "They must do battle with an opponent." When? Each turn? On the turn that FoK is played? Or is it just saying that they can't avoid battles with other monsters? Not specified...
    Thats my habit of putting 'flavour text' in the rules. Basically its saying that while the card is in play the Warriors on the field 'want to fight and prove their skill etc' so they cant take the chicken option and attack directly. Ie they cant attack if there are no monsters on the field.

    Drama Bomb: The additional comment is... weird... but the card itself is fine.

    Aspiring Champion: Seems slightly broken. Say you have Old Warlord and Poly in your hand; summon OW and get Young Warlord, fuse them for an instant 2300 and the retrieval of a downed monster. Seems like too simple of a combo to be so devastating, but maybe that's just me. The metagame has favored fusion a lot more lately, after all...
    I see what you mean thouugh it was meant more as an emergency reborn or something along those lines....

    WMD Hunt: What happens if it is in multiple places? If you guess one of them, does it still count as being "correct"? Also, does the card's own effect limit the opponent to naming a card in his/her deck, thus making it obvious to the player where it is? Just noting some poor wording...
    Again bad wording on my part. If they name a card in multiple places its a case of 'i guessed Grave. Is there one in your grave? If yes move it out of play. If there isnt one there at all then they can summon it. And yeah of course they have to choose a monster they have otherwise they couldnt summon it when your wrong.

    I get to push the button!: Way too game-breaking; I agree with its exclusion.
    It was included as a joke though i did start to see ways of getting an easier Inferno Tempest start to show up. May rethink it but yeah it was never intended to be accepted.


    So yeah as i expected most of my problems come through bad wording. Im perfectly happy for those with more ability to rewrite them if they find the time.
    Last edited by Ultimate Charizard; 4th June 2008 at 06:06 AM.

    Afterworld ~ Chapter 2 | Blood Bowl ~ Chapter 3
    If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.

    ASB Record
    W-12 ~ D-2 ~ L-2

  8. #8
    why wub woo Moderator
    Moderator
    Heald's Avatar
    Join Date
    Jun 2000
    Location
    cloudsdale, equestria
    Posts
    9,031

    Default Re: TPM TCG ( Main Topic )

    Quote Originally Posted by mr_pikachu View Post
    Flame Bait: Knock off 400 or so DEF and this is fine.
    What about 500 ATK and 1800 DEF? Wall of Illusion is a lot worse in terms of effect, and has 1850 DEF.
    Limed for Truth: The DEF boost is overpowered. I have no problem with the ATK bonus, as your opponent has ample opportunity for retribution during his/her turn, but since the DEF bonus is powerful during your opponent's turn you could attach one or more of these to a defensive card and make a veritable wall. I don't think other DEF-boosting equips are so powerful... 1000 points from a single card is a lot.
    Granted. 500 bonus to both ATK and DEF then?
    Godwin's Law: More ambiguous text. What counts as a reference to those concepts? This would be better if the words themselves had to be mentioned.
    If you can't tell what is a reference to Nazism or Hitler, you're a bit of a fool. If a card says 'Hitler' or 'Nazi' on it, count it. Nerf it to 500 points of damage if you want. It has to be an explicit reference though: gas chamber, jew, Germany and such don't count, although 'grammar-nazi' could since it uses Nazi.
    Dread Knight of Healdtannia: A 2500 ATK six-star with a very beneficial effect? Heck no.
    Granted. 2200 ATK? Pretty much any other non-effect 6-star monster worth running has 2500 ATK, so this should more than compensate for the effect.
    1000 Years of Devastation: Unless King Healdtannia is exceedingly hard to summon and has minimal strength, this is absurdly overpowered. Talk about a total lockdown card...
    I haven't finalised the King's details yet but he will be a hard summon (maybe not exceedingly hard) but he will also be strong. Change it to just one turn (i.e. your opponent cannot play any cards next turn) and that should be fine. Swords of Revealing Light is pretty much as bad, plus you don't need to have a certain card on the field to play it.
    Divide by Zero: You'd think I'd have more of a problem with this, but since total destruction cards leave the player wide open, it's fine by me.
    Restrict it to 1 per deck and that should be all. Perhaps a 800 LP cost for the user?
    Banhammer: Need to be restricted, but it's not overpowered enough for me to complain otherwise.
    Fine.
    Misc Marauder Muffin Man: That's a wicked bonus. At the very least, his initial ATK should be lower.
    How about a 500 ATK bonus and keep his ATK and DEF as 1500?
    Misc Marauder Fat Man With A Monkey: Okay, this makes every other Misc Marauder card completely and totally broken, moreso than any other card I've mentioned so far. This effect is, to put it bluntly, ridiculous.
    500 bonus for the ATK, none for the DEF?
    Horn of the Marauders: Wouldn't be too bad if it weren't for the absurd power-up effects of this set.
    I've nerfed the Marauders.
    It's Over 9000!!!!: Infinite wall, keep it away.
    It was a joke card anyway.

    I should have noted this earlier, but in regard to the Misc Marauders, I propose that while you are allowed 3 of each card in your deck, the effect of the card doesn't apply to 'clone' cards. For example, two Misc Marauder Razs on the field and no others would not have an effect. Two Misc Marauder Razs and a Misc Marauder Muffin Man on the field means that the Muffin Man would gave 1000 ATK (2 x 500 under my proposed nerf) but the Razs would only get 500 ATK and 500 DEF each because their effect doesn't apply to one another.
    Quote Originally Posted by Lady Vulpix
    You have turned my vacation thread into a discussion about Heald's balls. You should be ashamed of yourselves.




Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •