User:Axlerate

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Notes[edit]

Dragon Ninjas - Keep an eye out for "Green Dragon Ninja", now that we have "Green Ninja". It should be an EARTH Insect.

Keep an eye of number of members of "HERO" and "Number" archetypes. Current standing:

  • HERO (141)
  • Numbers (153)

Cards waiting to be imported[edit]

OCG-only:

TCG-only:

Anime-only:

Manga-only:

Video Game-only:

Dungeon Dice Monsters-only:

Reminders[edit]

  • Duel Summaries (including field summaries for episodes that either has a Duel that lasts more than 1 episode or begin in the middle of a Duel).
  • Scripted Duels.
  • New/reprint status for cards of all Booster packs for all listed languages.
  • Cover Cards.

Master Duel Cards/Packs[edit]

Extra[edit]

Rush Duel Cards/Packs[edit]

Anime Cards[edit]

ANIME (GO RUSH)[edit]

ANIME (SEVENS)[edit]

ANIME (VRAINS)[edit]

Manga Cards[edit]

MANGA (GO RUSH)[edit]

MANGA (SEVENS)[edit]

Red links from SEVENS manga that may need trivia pages

Extra[edit]

Keep an eye out for the release of any of the following categories:

  • Ritual Monsters
    • Dinosaur
    • Illusion
    • Plant
    • Psychic
    • Pyro
    • Reptile
    • Sea Serpent
    • Thunder
    • Wyrm
  • Token Monsters
    • Level 9
    • Level 12
    • Pendulum
    • Illusion
    • Psychic
    • Sea Serpent
  • Pendulum Monster
    • Gemini
    • Illusion
    • Link
    • Pyro
    • Token
    • Toon
    • Union
  • Fusion Monster
    • Illusion
  • Synchro Monster
    • Illusion
  • Xyz Monster
    • Illusion
    • Tuner
  • Link Monster
    • Illusion
    • Link 7
    • Link 8
    • Tuner
    • Pendulum
  • Flip Monster
    • Cyberse
    • Dinosaur
    • Fish
    • Wyrm
    • Fusion
    • Synchro
    • Xyz
  • Spirit Monster
    • Level 10
    • Level 12
    • Cyberse
    • Dinosaur
    • Fish
    • Illusion
    • Insect
    • Machine
    • Plant
    • Psychic
    • Reptile
    • Sea Serpent
    • Tuner
    • Wyrm
  • Union Monster
    • Level 8
    • Level 9
    • Level 11
    • Level 12
    • Beast
    • Beast-Warrior
    • Cyberse
    • Dinosaur
    • Fish
    • Illusion
    • Insect
    • Psychic
    • Reptile
    • Rock
    • Sea Serpent
    • Spellcaster
    • Thunder
    • Winged Beast
    • Wyrm
  • Tuner Monster
    • Level 9
    • Level 10
    • Level 12
    • Gemini
    • Illusion
    • Toon
    • Spirit
    • Xyz
  • Unique Attribute/Type combinations
    • WATER Pyro

Alternate Rules[edit]

  • Start Phase
  • Main Phase 1
  • Battle Phase
  • Main Phase 2
  • End Phase.
Column 1 Column 2 Column 3
Void Zone Monster Zones Token/Counter Zones
Grave Zone Spell Zones Deck Zone
  • (3 zones in Speed Variant for Turbo Duels/ Duel Links, 5 in Main Rules (6?))
  • No Extra Deck. No Ritual Monsters.
  • (Rituals are just fancier Tribute Summons. Fusions do exist as Main Deck monsters already, like Valkyrion. Synchro, Xyz, Link, etc. unneeded.)
  • No hand size limit.
  • No targeting.
  • No Face-Down Banishing.
  • No Setting cards, therefore no Flip Monsters, and all Traps are now Quick-Play Spells.
  • No Defense Position at all? Instead, just use Attacking monster's ATK and Defending monster's DEF? Or just have 1 POWER stat?
  • Deck is 40-60. Side Deck is 0-20.
  • Graveyard instead of GY.
  • Void = where banished cards are kept. More streamlined compared to "cards that are banished". No Face-Down Banishing.
  • Rush Duel Rules, therefore:
    • Infinite Normal Summons.
    • Starting LP is 10000 (5000 in anime/manga).
    • Starting hand is 5. Number of cards drawn during Start Phase is based on number of cards in hand at the time:
      • 5 or less => Draw until 6
      • 6 or more => Draw 1
  • SPELLS
    • Normal
    • Continuous
    • Equip
    • Quick-Play Normal
    • Quick-Play Continuous
    • Quick-Play Equip
      • No more Ritual Spells or Field Spells
      • As usual, non-Quick-Play Spells can only be activated on your turn.
      • However, Quick-Play Spells of all types can be played from the hand during either player's turn.
  • TRAPS
    • Every Trap that equips itself is now a Quick-Play Equip Spell, and benefit from Equip Spell support.
    • Counter Traps are now Quick-Play Normal Spells, since they only existed to be harder to chain to.
    • All Trap Monsters are now Continuous Spells (Normal or Quick-play, depending on card).
  • MONSTERS
    • Levels of Main Deck monsters depend on number of monsters required to Tribute Summon.
    • Levels 0-3, rather than 1-12, in order to simplify (There will be certain exceptions, but this is the general rule).
      • 0 = 1-4 = 0 Tributes
      • 1 = 5-6 = 1 Tribute
      • 2 = 7-12 = 2 Tributes
      • 3 = GOD = 3 Tributes
  • Normal Monsters: Level 0-3
    • Level 0: 2000/0 - 1500/1500 - 0/2000
    • Level 1: 3000/0 - 2000/2000 - 0/3000
    • Level 2: 4000/0 - 3000/3000 - 0/4000
    • Level 3: 5000/0 - 4000/4000 - 0/5000
      • (Compared to the other Levels, 1000/1000 is too low to be useful for a Normal monster, and interferes with balance of some Effect monsters)
  • Alternative Normal Monsters :Level 0-3
    • Level 0: 2000
    • Level 1: 3000
    • Level 2: 4000
    • Level 3: 5000
      • (Any Monster with a equal or higher POWER of the respective Level MUST have a negative restriction of some form.

Types[edit]

Aqua, Avian, Beast, Dinosaur, Dragon, Fairy, Fiend, Fish, Insect, Lightning, Machine, Plant, Psychic, Pyro, Reptile, Rock, Spellcaster, Thunder, Undead, Warrior

  • REMOVED
    • Beast-Warrior = Should be either Avian, Beasts, or Warriors
    • Creator God/Divine Beast = Too narrow
    • Cyberse = Should be Machines
    • Illusion = Fit as DARK monsters for other types.
    • Sea Serpent = Should be either Fish, Aqua, WATER Dragons, or WATER Dinosaurs
    • Wyrm = Should be Dragons (or Beasts/Avians in rare cases)
  • CHANGED
  • Thunder: Wind-based monsters (such as living wind/weather phenomenon) are Thunders.
    • Electric based monsters (such as Batterymen) are Lightnings.
  • Winged Beast->Avian
    • In order to compile bird monsters together, mainly penguins since they are usually Aqua. Also changes Winged Beasts, such as Pegasi, to WIND Beasts.
  • Zombie->Undead
    • Name change only. Not all Zombie-Type monsters are Zombies, as some are Ghosts, Skeletons, etc.
  • Consider combining Dinosaur and Dragon into Reptile?
  • Ignore Real RushDuel-exclusive types.

Abilities[edit]

ALL REMOVED, DUE TO INSUFFICIENT SPACE ON CARD AND LISTED REASONS BELOW

  • Flip = No face-down defense position.
  • Gemini = Too clunky with limited Normal Summons, pointless with infinite Normal Summons.
  • Spirit = Too clunky.
  • Toon = No reason to be an ability, rather than just an archtype.
  • Union = Better to benefit from archetypal support for archetypes tat do equips, rather than Ability support.
    • Coin flips/Dice rolls/Rock, Paper, Scissors => not an ability, as there are Spell/Traps with these kinds of effects.
    • Tuner => not an ability, but removed due to removal of Synchros.

Card colours[edit]

  • Red = FIRE
  • Orange = EARTH
  • Yellow = LIGHT
  • Green = WIND
  • Blue = WATER
  • Purple = DARK
  • White = Non-Quick-Play Spells
  • Grey = Counters
  • Black = Quick-Play Spells
    • (Tokens and Normal Monsters simply list "TOKEN"/"NORMAL" in big letters in their card text, respectively, instead of lore.)

Physical design[edit]

Based on real Rush Duel cards but with some changes:

  • MONSTERS:
    • Place Level in top right where Attribute currently is. List it as a number in a circle.
    • Make circle not exceed space and keep it level, like on real Rush Duel cards.
    • Place Attribute and Type just above text box where Level was, each with their own symbols as well.
    • Place text next to symbols saying what they are (Attribute and Type).
    • Place POWER above Attribute and Type or at bottom of card?
    • Maintain size of letters/numbers of Rush Duel cards for easy reading.
  • SPELL CARDS:
    • Place Spell symbol and Normal/Continuous/Equip symbol in same place as Attribute and Type positions listed above.
    • Place text next to symbols saying what they are (Normal/Continuous/Equip).