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About Deviant AugustHenry4Male/United States Group :iconyu-gi-oh-2099: Yu-Gi-Oh-2099
 
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Made some edits to the effect of "Epic Iron" a few days ago that I think really do make it epic. Hope you like it too!
Heartbreaker - Initial Artwork by AugustHenry4
Heartbreaker - Initial Artwork
Finally, at long last, after a shit-ton of remakes that left me wondering whether or not I'd ever make another original card again, here is the initial artwork for my latest card, "Heartbreaker", named after the song by Led Zeppelin. If you don't know who they are or don't listen to their music, I don't even know you.

Constructive criticism (aside from the body being drawn but not the face, I'm well-aware of what that implies and intend to change that ASAP) is very much welcome. Are the hips too wide? Are the breasts the wrong size for someone of this frame? And is the broken heart motif too blatant, or just the right amount of subtle? Please tell me; I'm an amateur at this and would love your feedback.
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Just started the artwork for a new card: "Heartbreaker", named after the song by Led Zeppelin. Wish me luck!

Heartbreaker (DARK):
Level 6
[Fiend/Effect]
Once a turn you can target 1 opponent's face-up monster: Any effects applied to it are also applied to this card and vice-versa (you can only target 1 opponent's monster at a time with this effect). If either this card and/or the target would leave the field by any means, only the target leaves the field. You can only have 1 copy of this card's effect active at a time.
ATK/ 2100 DEF/1000
My goal for this week: Restore "Card of Sanctity" to its former glory while making it less OP. Wish me luck.
Turn Jump (Remake) by AugustHenry4
Turn Jump (Remake)
So this is a card I felt would be nerfed if they ever released it in the TCG. This is how I believe the card's proper effect should be. If you're wondering why I worded it the way I did, click here.

Artwork acquired from the Yugioh Wiki. Full card put together in Adobe Photoshop CC 2015.

Sorry about another remake, guys. I've completely hit a wall with "Epic Iron" and I don't know how to finish it. If anyone could offer me some advice on how to draw it, that'd be fantastic.
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  • Listening to: The first opening to "To Love Ru"

How I Make My Cards

            I am an aspiring card maker who hopes to make his own fanmade cards for the Yu-Gi-Oh! Trading Card Game. I have more than 567 fanmade cards on my Yu-Gi-Oh! Card Creator app on my phone. After seeing BatMed’s Maidens of the Wasteland competition, I decided to try my hand at it. Naturally, my card lost. But after that, and seeing the sheer amount of cards BatMed alone has created, I decided that I would become a card maker just like him.

But there are some things about the TCG that I personally disagree with, and think could be improved upon. I also have a different way of making cards than everyone else. For one thing, I use the above mentioned app on my phone for making cards. This saves me a lot of work in the card making department because I have the templates ready at my fingertips and all I have to do is fill out the names, Levels, Attributes, Types/Abilities, ATK, DEF, Spell Speed and effects, so all I have to do is make the artwork. For anyone interested in this relatively simple method of making cards, the app is called “Yugioh Card Creator” and it was developed by BananaApp Labs, and is available for download from the Apple App Store. There is both a free version and a paid version, and I currently have the latter. So if you’d like to save yourself some hassle in the card-making process, I highly recommend this app.

My card-making process also differs from that/those of others in a few key ways. For one thing, I try to save as much space as possible when typing my card lores, and as a result I use different wordings than most people. This was all initially in the interest of saving space so that the text isn’t shrunk to such a degree that it becomes illegible, but eventually became standard practice. Here is a list of the wordings I use instead of those Konami uses.

    ·         “If so/and if so” in place of “and, if you do”.

    ·         “Remove from the field”: I use this as the active form of “leaves the field” for when a player is required by any of my card effects to take a card they control and move it somewhere else, such as returning it to the hand or Deck, banishing it, sending it to the Graveyard, etc. It means the exact same as “leaves the field”, so please don’t worry about it meaning something else.

    ·        “Rather than” as opposed to “instead of”: This is because a card effect using the latter wording would render the verb in the present participle, (“-ing”) which would take up more space. For card effects that have already undergone what I call “text reductions” (when you’ve typed so much that the lore is shrunken down to accommodate additional text), this risks bringing the text to the point where if I type enough of it, it’ll be so small so as to be nearly unreadable. So I’ll use “rather than” rather than “instead of” (see what I did there?) because this will render the verb in the present tense (without “-ing”) so as to make the whole thing shorter. I’m a miser for card space basically.

    ·         “You can only activate 1 copy of this card per turn/Duel; use 1 of this card’s effects per turn/Duel; use 1 copy of this card’s effects per turn/Duel” instead of “you can only activate/use 1 effect of ‘(Card’s name)’ per turn/Duel.” The former is a more standardized rendering of the latter as each card’s name contains a different amount of characters and thus can take up more space.

    ·         “When the (Phase Name) Phase ends” rather than “at the end of the “Phase Name) Phase”.

    ·         Another useful note is that if an effect of one of my cards says “cannot be destroyed” and doesn’t specify if it’s by battle or card effect, then assume it means by either unless I state otherwise.

In addition, there may be several other wordings I may use that wouldn’t be used for an official card. The reason I would ever use a unique wording is because I feel it better explains what the card does than a wording Konami would use.

Targeting/Chains:

As BatMed kindly informed me, the reason so many cards have “target” in their lores is because effects that don’t say “target” don’t start Chains, whereas effects that do say “target” do. I personally feel that all effects should start Chains – including “Exodia the Forbidden One” and any such effect that grants an Automatic Victory – and as such every card I make is made to conform to this. I’m sorry if any of you disagree with this practice of mine, but that’s how I like to make my cards and I have no intention of changing that anytime soon.

My stance on whether or not an effect targets is also different from most: In my mind, if an effect doesn’t say “target”, but still would, in its essence, make you indicate a card to your opponent and be like, “I’m gonna use it on this guy”, then it targets whether or not its effect says “target” or not. I also use different words for the same function depending on whose cards are being affected by the effect: If you’re using an effect on your cards, and it targets, I’ll say “select”, but for your opponent’s cards, I’ll say “target”. This makes sense to me, and I apologize if it doesn’t to anyone else, but again I like making my cards this way and I intend to stick to it. Basically, here’s what you need to know regarding “select” and “target”: Selecting is for your cards while targeting is for your opponent’s cards. Please know that while I use two different words, they both mean essentially the same thing and are essentially the same action.

I also only use “select” and “target” for when a card’s effect can’t be easily articulated. For one thing, I don’t believe in starting card lores with a number, such as “1 monster your opponent controls loses 500 ATK.” I don’t believe in that. But in that particular instance, instead of saying “target”, I’ll say “reduce the ATK of 1 monster your opponent controls by 500” or, to save even more space, “reduce 1 opponent’s monster’s ATK by 500.” Even if your opponent controls only one monster when such a card made by me or its effect is activated, the nature of the effect’s wording means you would essentially have to point to one of your opponent’s monsters and be like, “I’m gonna use it on this guy”, so the ruling thus is that such an effect targets. The only effects I imagine that don’t target are any effects that wouldn’t require you to indicate to your opponent what cards you’re using the effect on, such as “Neo-Spacian Grand Mole” and “Mirror Force”. Both these cards’ effects don’t target in my mind, because in the former case, the monsters who’re being affected by the effect are already specified, and in the latter case, the nature of the effect – destroying all Attack Position monsters your opponent controls – by its very nature does not require the player to indicate to their opponent what monsters they’re using that effect on, because the effect already determines for itself what monsters will be affected by it.

However, there are card effects that make it hard to articulate how a monster will be affected by it. This is where I’ll use “select” or “target” since in this instance that’s the easiest way to indicate which monsters an effect will affect. For example, an effect that would force an opponent’s monster to attack during this turn’s Battle Phase would be written as “target 1 opponent’s monster/monster your opponent controls: It must attack this turn if able.”

There are also certain effects of cards I have that are a bit complex, and as such, “select” or “target” is required in this instance. For example, there’s a series of cards I have called the “Cloud Ninja” series whose effects are as follows: “When this card’s Normal Summoned in Attack Position…”

…you can target 2 Set Spell or Trap Cards your opponent controls: The first time those targets are activated, negate their activations and Set them face-down again rather than send them to the Graveyard. (“Cloud Ninja Snowflake Shuriken”)

 

…you can target 1 Set Spell or Trap Card your opponent controls: If that target’s activated, negate the activation and destroy it. (“Cloud Ninja Hail Barbs”)

(You may be wondering why I’ve written it like this when by my own logic I would write it as “Negate the activation of 1 card your opponent controls when it’s activated”. This is because whether or not the effect comes to fruition depends entirely on whether or not your opponent activates that card, thus it’s different in nature to just negating it outright.)

 

…you can target 1 Spell or Trap Card in your opponent’s hand: If your opponent activates that card, send 1 other Spell or Trap Card they control to the Graveyard. (“Cloud Ninja Frozen Katana”)

 

…you can target 1 Set Spell or Trap Card your opponent controls: If that target’s activated, negate its activation and Set it face-down again; as long as you control this face-up card, your opponent cannot activate that Set card. (“Cloud Ninja Frostbite Nodachi”)

 

There are also “Cloud Ninja” monsters I’ve created with more conventionally-written effects, such as: “When this card’s Normal Summoned in Attack Position…”

 

…you can send 1 card in your opponent’s hand to the Graveyard. (“Cloud Ninja Icicle Spear”)

 

…deal your opponent 500 damage each time they activate a Set Spell or Trap Card. (“Cloud Ninja Ice Knuckles”)

 

…you can destroy 1 Set Spell or Trap Card your opponent controls. (“Cloud Ninja Kunaice Chunk”)

 

Note that except for “Cloud Ninja Ice Knuckles”, all of these effects target. It’s just that some have more complex effects than others, which are more easily articulated by saying “target”. Here’s a list of cards and their effects whose effects required me to say “target” or “select”

 

Compulsion to Strike:

Quick-Play Spell Card

Target 1 Attack Position monster your opponent controls: It must attack during this turn’s Battle Phase.

 

Pendulum Emergence:

Normal Spell Card

Select 1 face-up monster you control: It is treated as a Pendulum Monster while on the field.

 

Airman Featherwind (WIND):

Level 3

[Aero/Effect]

Once a turn you can select 1 face-up monster you control: It can attack a number of times equal to the number of monsters you control, but if so, other monsters you control cannot attack. Once only, when your opponent activates a Spell or Trap Card while you control this face-up card, you can negate that card’s activation and destroy it.

ATK/ 1000 DEF/ 1000

 

Jimbledongis, Progenitor of the Motherflying Squirrels (WIND):

Level 4

[Aero/Effect]

“Jimbledongis” + 1 “Motherflying Squirrels” monster

You can target 1 Level 7 or higher Effect Monster your opponent controls for each of this card’s Levels: They cannot attack or activate their effects while this card’s on the field.

ATK/ 1660 DEF/ 1440

 

Silent Ark (DARK):

Level 9

[Aqua/Ritual/Effect]

You can Ritual Summon this card with “Construction of the Silent Ark”. This card cannot attack or be in Defense Position, but if so, cannot be destroyed by battle and all Battle Damage you take becomes 100. Once a turn you can target 1 monster your opponent controls: It cannot attack or destroy monsters by battle; its Type, Attribute, Level, ATK and DEF cannot change; its effects are negated; and it cannot be Tributed. When a monster targeted by this effect leaves the field, banish it. You can only control 1 copy of this card at a time.

ATK/ 0 DEF/ 0

 

Breakthrough Battle – Comeback Barrage:

Normal Spell Card

Activate while the combined ATK of all monsters your opponent controls is higher than your Life Points: Select 1 Level 4 or lower monster you control or Special Summon one from your hand or Graveyard; this turn, it can attack directly once for each monster your opponent controls. If your opponent activates a card or effect that destroys your monster or negates 1 or more of its attacks, gain Life Points equal to the highest ATK on the field each time that happens. You can only activate this card once per Duel.

 

Legacy of the Fallen (LIGHT):

Level 1

[Fairy/Effect]

When this card’s Normal Summoned, you can select 1 monster in your Graveyard: This card’s name becomes “Legacy of (Monster’s name): and its Type, Attribute, Level, ATK and DEF become the selected monster’s. Once only, you can activate the selected monster’s effect as this card’s. You can only control 1 copy of this card at a time.

ATK/ ? DEF/ ?

 

Aspects of the TCG that I disagree with:

As stated above, I don’t agree with every aspect of the TCG. I think a lot of us here can agree that some aspects of it are nonsensical and just plain ridiculous. What follows is a list of cards that I personally make in a different way and have different rulings and treatments for than the actual TCG:

 

I. Ritual Monsters:

For Ritual Monsters, my cards have them Ritual Summoned from the Extra Deck instead of from the hand, and placed in the Extra Deck instead of the Main Deck. This makes them easier to Summon as all you would need to have in your hand are the required Ritual Spell Cards plus any monsters whose Levels equal or exceed that Ritual Monster’s. It also eliminates the problem with Ritual Monsters being dead draws once and for all. This also thins the number of cards in a person’s Main Deck, creating room for other cards to be put in.

“But hold on AugustHenry4, what about “Nekroz” monsters? If they go in the Extra Deck, how are we supposed to use their alternate effects that discard them?” My solution for this is to change their effects from discarding them to sending them from the Extra Deck to the Graveyard.

 

II. Synchro Monsters:

•Tuner Monsters - including Synchro Tuner Monsters - not required and no longer a thing. I understand this part will be met with some resistance, as several Synchro Monsters have powerful effects. Besides, if one player can Summon a powerful Synchro Monster easily without Tuner monsters, so can the other player.

 

III. Xyz Monsters:

•All Ranks are changed to Levels. For this I move the stars and orbs from the left of the card to the right. But rather than have the orbs be red like with other Monster Cards, I prefer to keep them black as I think it's a nice cosmetic change from the usual. Cosmetic changes in regards to Levels are welcome; functional changes are not. This change makes Xyz Monsters useable for Ritual and Synchro Summons, as well as useable for Xyz Summons under normal conditions, makes card effects changing Ranks to Levels and allowing "Rank (number) Xyz Monster(s)" to be used "as the Xyz Material" unnecessary, and makes Xyz Monsters as a whole more manageable and less OP: Under this paradigm, if Player A controls a Level 4 Xyz Monster and Player B has "Gravity Bind" Set, Player B can activate "Gravity Bind" and prevent Player A's Xyz Monster from attacking. Under the current paradigm with Ranks, this is impossible and gives Xyz Monsters an unfair advantage over their Normal, Effect, Fusion, Ritual and Synchro counterparts.

•Reworked mechanic: Instead of stacking Xyz Materials on top of each other, they are sent to the Graveyard; the Xyz Monster instead gains one "use" of its effect for each Xyz Material used to Summon it. This solves a problem with Xyz Normal Monsters: With the mechanic as it currently is, Xyz Materials attached to an Xyz Normal Monster remain in "Limbo" with no use or purpose until their Xyz Monster leaves the field. What point is there to having Xyz Materials attached to an Xyz Monster if it's an Xyz Normal Monster and thus won't - and presumably can't - detach them? Under my paradigm, Xyz Materials are sent to the Graveyard, where even if the Xyz Monster is a Normal Monster, it makes no difference as the Materials aren't lingering somewhere they won't be used.

The concept of “uses of their effect” is meant to bring Xyz Monsters out of the realm of weirdness into the realm of normalcy while still retaining their uniqueness as monsters with limited uses of their effects.

•Ruling: Under this paradigm, if one Xyz Monster's used to Xyz Summon another, the second Xyz Monster doesn't gain additional uses of its effect for each monster used to Summon the first. Example: If "Number 39: Utopia" and another Level 4 monster are used to Xyz Summon "Castel, the Skyblaster Musketeer" while the former Xyz Monster has at least one use of its effect, the latter will only have two uses of its effect since only two monsters were used to Summon it. The obvious exception to this rule is Chaos Xyz Evolution: For example, if "Number 39: Utopia" is used to Xyz Summon "Number C39: Utopia Ray", then "Number C39: Utopia Ray" gains one use of its effect for each monster used to Summon it plus an additional use of its effect for each remaining use its Xyz Material had of its effect while on the field. In the above example, if "Number 39: Utopia" still has both uses of its effect remaining when it's used to Xyz Summon "Number C39: Utopia Ray", then the latter Xyz Monster gets three uses of its effect since its Xyz Material was one monster with two uses of its effect remaining. Ditto for any Xyz Monster Summoned using a "Rank-Up-Magic" Spell Card. Essentially, any Xyz Monster whose lore states "This card must be Xyz Summoned by sending (monster's name) to the Graveyard (by the effect of a 'Rank-Up-Magic' Spell Card)" will inherit its Xyz Material's remaining uses of its effect. I call this "effect compounding."

•Useful notes: Instead of saying "detach 1 Xyz Material from this card", Xyz Monsters' lores under my paradigm will instead say, "activate this/its effect once". "Once" in this case doesn't mean "once per turn" but rather "once per unit" or once per Xyz Material. So if you see an Xyz Monster's effect that says, "Once a turn, you can activate this effect once", it means you're activating the effect one time per turn, and the Xyz Monster loses one use of its effect when its effect resolves.

“But hold on Augusthenry4, how are we supposed to keep track of how many uses of its effect an Xyz Monster has without a simple visual indicator like Xyz Materials?”

Here’s my counterargument for that: For cards like “Gold Sarcophagus” and “Different Dimension Capsule” that banish a card from your Deck for two turns before adding them to your hand, you have to keep track of how many turns it’s been and how many you have left to go before you get your card. If players can keep track of that, they should easily be able to keep track of how many uses an Xyz Monster has of its effect.

“But what about cards like ‘Number 79: Nova Kaiser*’ that attach Xyz Materials to themselves? What’re you gonna do there? You can’t have them equipped to it because the Spell & Trap Card Zone only goes up to five, which Kaiser’s effect can exceed.”

I have an alternate version of “Number 79: Nova Kaiser” (which yes, has that name: see below) that puts counters on it instead of attaching monsters to it.

 

IV. Pendulum Monsters:

•Remove Pendulum Scales and use the monsters' Levels instead. This sakes Pendulum Monster Cards less complex and easier to comprehend visually. I use Levels because they’re something both Pendulum Normal Monsters and Pendulum Effect Monsters have.

•Use regular Effect and Normal Monster Cards instead of the specially-designed Pendulum Monster Cards and make 'Pendulum' an Ability like Tuner, Spirit, Toon and Union. As with the above, this makes Pendulum Monsters easier to comprehend visually.

•Ruling: Instead of having a specially-designated Pendulum Zone, Pendulum Monsters can only exist on the field as Monster Cards in the Monster Card Zone. At least two Pendulum Monsters are required to be on the field for a player to Pendulum Summon. This gets rid of an unnecessary Zone and retains the simpler playing field that existed prior to Pendulum Monsters' introduction while making Pendulum Monsters less OP by effectively limiting the number of monsters a player can Pendulum Summon to three (unless of course you use one of my specially-created cards, wink wink) while still retaining the concept of a monster that can Summon multiple monsters from the hand at once.

•Ruling: When a Pendulum Monster's destroyed, it's sent to the Graveyard and doesn't go to the Extra Deck. Furthermore, players can only Pendulum Summon monsters from their hand. This makes Pendulum Monsters less OP by limiting where Pendulum Summoning can take place.

 

V. Extra Deck Monsters as a Whole:

Regarding Extra Deck Monsters (which for me includes Ritual Monsters), I have a ruling: Any monster residing in the Extra Deck must be Special Summoned by its specific kind of Summon before it can be Special Summoned other ways, provided its lore allows it to be Special Summoned other ways to begin with. This is just so I don’t have to write “Must first be (kind) Summoned” on my cards.

 

VI. Archetypes:

I do not like Archetypes. I will admit right here and now that part of it is because every time I play an Archetype Deck, I lose to it. There. But I also dislike them for more substantial reasons: Archetypes are inherently constrained to themselves and cannot work with other cards. The “Scrap” Archetype is a perfect example of what I mean, along with certain “Elemental Hero” support cards like “Mirror Gate” and “Miracle Fusion”.

“But Augusthenry4,” you say, “You’re being intolerant. Archetypes provide variety and cohesive strategic play. Besides, ‘Miracle Fusion’ was made to work with ‘Elemental Heroes’.

Maybe, but think about this. Let’s say you play a non-Elemental Hero Deck, and you have the non-Archetype version of “Miracle Fusion” I have imagined in your hand. With the non-Archetype version of ‘Miracle Fusion’, you could fuse any two or more Fusion Materials in your Graveyard rather than just “Elemental Heroes”. Likewise for “Parallel World Fusion”. It’s in the same boat.

“Mirror Gate” on the other hand, is a card bastardized by being made an Archetype support card. In the anime, it never specified that the monster you control being attacked had to be an “Elemental Hero” monster; in the TCG it does. To me, this is bullshit.

“Okay, so you’ve made your point that Archetype support cards would be better off as non-Archetype support cards. But we have a couple of points to make to you: One, people need Archetypes because maybe they’re looking for an idea of what to play. And two, without Archetypes, we’d all just be playing Decks filled with random cards out of nowhere. Is that seriously what you want?”

I will acknowledge that Archetypes are necessary in some regard. I will acknowledge that not everybody plays the game the way I imagine. But I imagine Archetypes to be like training wheels; once you’re able enough, you don’t need them anymore. I can imagine someone who’s just gotten into Yu-Gi-Oh! playing an Archetype Deck because it’s easy to understand and it provides the kind of cohesive power and strategy you stated above. Here’s where I make my biggest counterargument:

Remember Yugi’s Deck from the original series? Remember how it was just a bunch of random cards thrown together that he was able to make work anyway? And I’m not just talking about Duelist Kingdom in which the rules were vaguely defined: I’m also talking about Battle City and the arcs after that. Remember how Yugi so cleverly used his cards in combo with each other to kick ass? In my mind, Yu-Gi-Oh! is at its most fun when people Duel like that. The way I see it, Yugi’s the King of Games because he was able to combine his cards in clever ways that his opponents never would’ve expected (I’m strictly talking about in-universe reasons for him winning). In essence, it was Yugi himself that was good. Now remember Jaden from GX and how his Deck was Elemental Heroes? Granted yes, it’s a strong Deck, but he wasn’t very much liked, now was he? Maybe this was because of his personality and that he didn’t act the way Yugi did; but I mainly disliked his Deck because it was “Elemental Hero” this, “Elemental Hero” that. Adding the Neo-Spacians didn’t help one bit since they were like a mini-Archetype. I would also like to point out that Yusei Fudo – a character who many saw as an improvement over Jaden – played a Deck of ragtag cards that he made work. I’m not saying correlation equals causation; I’m simply noticing a pattern. Then there’s the Duelists from every series after DM who were said to be great Duelists, but take away their Archetype Deck and they’re nothing. It’s their cards that are good, not the players themselves. Aster Phoenix shouldn’t be considered a champion for playing a Deck that’s well-supported. Fuck to the no, man. Yugi didn’t need that shit; Kaiba didn’t need that shit, and Joey motherfucking Wheeler, my favorite character from the original series sure as hell didn’t need that shit, so why does everyone else? Is it because it’s harder for card designers to come up with Decks that’re random assortments of cards instead of those that are Archetypes? I don’t know, but to me, the best Duelists are those who build their Decks out of random cards and can still make them work together.

Here’s an example from my Deck: Two cards I have are “Fencing Fire Ferret” and “Interplanetarypurplythorny Dragon”: The former destroys one monster my opponent controls and deals them five hundred damage when it’s destroyed and sent to the Graveyard; the latter Special Summons itself from my hand when a monster I control is destroyed by battle or card effect and sent to the Graveyard. You’re all experienced Duelists, so I know you see a combo there. Another combo I have is using “Gagaga Magician’s” Level-upping effect to make it Level Eight so I can Tribute it with “Red-Eyes Transmigration” to Ritual Summon “Lord of the Red.” So that’s another combo I have.

This is also why I don’t plan on making any Tuner monsters: Let’s say you’ve got your Deck all figured out. You want to put some Synchro Monsters in it, but your Deck has no Tuners, which is a shame since you need one in order to Synchro Summon. That’s another reason why I won’t be making any Tuner monsters: they interfere with what you want to play, at least in that regard.

My final argument against Archetypes is this: I just want to play with a Deck of cards I like – a Billy Deck if you will – and win. For those you don’t know, a Billy Deck is a Deck made not for competitive play but for the personal enjoyment of the player, named after Billy Ye who was the first to use this kind of Deck in a tournament. This is how I think the game should be played. A game full of players who use Decks built from cards they like and that they can somehow put together in a clever, original or unique way is a game I want to play. Wouldn’t you like be able to win a Duel with a Deck full of random cards that you put together simply because you liked them? Any Deck you built like that, that’s yours. That’s a Deck that you made, that you – in Yugi’s words – put your soul into, and that you understand better than anybody. That Deck’s a representation of you and the ideas that you have. You’re the only person on the planet who knows how to use that Deck. Anyone can play a Blackwing Deck, a Mermaill Deck, a Black Luster Soldier Deck, etc. But only you can play your Deck. Mine’s called the “Augusthenry4 is a Fucking Badass” Deck. (It’s actually just called “My Deck”, but more to the point in that case then, right?)

Now, while I won’t make Archetypes or Archetype support cards, I will make support cards for Types and Attributes, because a Type Deck or an Attribute Deck can compose of both Archetype and non-Archetype monsters, y’know? And also, I have to draw the line somewhere: If I applied my way of thinking too far, nobody would ever be able to play what they wanted, like a Beast Deck or a Wyrm Deck (“Wyrm” I believe is pronounced ‘veerm”, in case anyone’s struggling with that.)

I’ll also make series of cards. A series in my mind is different from an Archetype in that it doesn’t have support cards. I’m perfectly fine with series of cards: I have two, the “Cloud Ninja” and “Dank-Up-Magic” series. I’d like to think this balances out my view on Archetypes. I’m also not opposed to the idea of making non-Archetype versions of Archetype cards: For instance, “Blackwing – Bora the Spear” just becomes “Bora the Spear”. A well-known acquaintance of mine named BatMed shares this view (I think, I apologize if I’m incorrect).

So yeah, that’s about it. If anyone ever gets confused about one or more of my cards, I’ll update this note or Journal Entry with the relevant updates. In the meantime, here’s a list of what kinds of cards you can expect from me:

    ·         “Superstarburst” – a Trap Card I’m currently making for my friend BatMed for his “Born to Be a Superstar” set.

    ·         Trap Cards (like the above, wink wink) along with Monster and Spell Cards that allow players to manipulate the names of monsters they control. A brief list of cards I have like that in the works are “Epic Iron”, “Gilded Layer”, “Retrained Ace” and “Badass Mode”, to name a few.

    ·         The “Ace” series of cards: Support for monsters with 2400-3000 ATK and the players who use them. (Spoiler Alert: “Retrained Ace” above, is one of them).

    ·         The “Badass” series of cards (including “Badass Mode”, listed above): A series of cards based around taking your favorite weak monsters (“Kuriboh”, “Watapon”, etc.) and making them, well, badass. The key card of this series is the Trap Card “Upgrade to Badass”.

    ·         New Type: The Aero-Type. I’ll make a separate Journal Entry for these guys later, but all you need to know for now is that they’re meant to epitomize the WIND Attribute just like how Pyro, Aqua, Rock, Fiend and Fairy epitomize FIRE, WATER, EARTH, DARK and LIGHT, respectively. And no, I don’t believe the Winged Beast-Type cuts it in that regard. I requested three monsters of this Type to be made by BatMed, who I thank for agreeing to take it on.

    o    Someone once asked me if I had any Archetypes planned for the Aero-Type. I don’t, but I do have a series planned: The “Motherflying Squirrels”, which Special Summon themselves from your hand whenever a Level Seven or higher Effect Monster your opponent controls attacks or activates its effect.

    ·         The “Dank-Up-Magic” series: Yes, the name was inspired by the “Rank-Up-Magic” series, but these cards are fundamentally different. “Dank-Up-Magic” cards are Equip Spells that remove the limitations on Effect Monster effects, powering them up and making them more awesome.

    ·         Ritual Monster Swag: “Advanced Ritual – Limiters Off”. I’ll leave that one up to your imagination.

    ·         Other one-off cool cards.

   *        De-Archetyped versions of the "Number" Xyz Monsters, including original "Number" cards I made myself. Since not all one hundred "Number" cards were shown, I've taken it upon myself to fill in the gaps. Whether or not I add them to Yu-Gi-Oh! Pro for you guys will be up to you.


And… that’s it. I hope I haven’t gone on for too long. Now, the only thing I have about the above cards finished is their templates and effects, done in the Yu-Gi-Oh! Card Creator app. The only thing missing are their artworks, which I plan on making myself. In Photoshop. Wish me luck. Which reminds me: I’m looking for a new tablet with which to work in Photoshop with: Does anyone have a recommendation?

Thank you for your time and readership.

Your hopeful fellow cardmaker,

Augusthenry4

deviantID

AugustHenry4
United States

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Singingnaturist Featured By Owner 2 days ago

Thanks a lot for all the :+fav:s which I really do appreciate. – Phil :)

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ZealAleph Featured By Owner 3 days ago  Hobbyist Digital Artist
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Thanks for the :+fav:
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AugustHenry4 Featured By Owner Aug 17, 2016
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