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 Deck Building Guidelines

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Hikaru Kobayoshi
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Posts : 6
Join date : 2011-10-29

PostSubject: Deck Building Guidelines   Sat Oct 29, 2011 4:22 pm

NOTE: In addition to the DMG UCG restrictions, the following cards are banned and cannot be used. These cards cannot be used unless permission has been gained from the moderators and/or creator of a specific Roleplay.
Banned Archetypes:
Inzecters
X-Saber
Lightsworns (I will be willing to negotiate the use of theese)
Infernities
Gladiator beasts
Elemental heroes (to a point,Certain limitations must be discussed)
Madolche
Wind-up
Scraps
Banned cards:
Brionac, Dragon of the Ice Barrier
Dark Armed Dragon
Secret Village of the Spellcasters
All Blackwing/Black Feather cards (by name and by mentioned text)
All Lightsworn cards (by name and by mentioned text)
All Yomi Cards
Scrap-Iron Trap Hole
Imprisonment Mirror
Bottomless Trap Hole
- Gorz ( Specific RP Reasons )
- Mind Control
- All Delta Accel Synchros
- Reborn tengu
- Rescue Rabbit
- All Malefics
- X sabers
- Six samurai
- Meta
-Mirror Force
-Solemn Judgemnt/ Warning
Absorbing Jar
Assassin Gate
Astral Barrier
Attribute Mastery
Basara
Beast King Barbaros
Block Dugout
Bottomless Trap Hole
Butterfly Charm
Circle of Life
Circle of Terror
Compulsory Evaucation Device
Counter Force
Dark Hole
Dimensional Prison
Excalibur
Fallout
Fiery Fervor
Froggy Barrier
Gingerbread House
Glory Shield
Gravity Bind
Heavy Storm
Infernalvania
Infernity Burst
Justi-Break
Kasha
Level Limit - Area B
Lightning Vortex
Magic Cylinder
Mirror Force
Monster Reborn
Needle Wall
Poseidon Wave
Power Zone
Return Damage
Royal Decree
Scrap-Iron Pitfall
Skill Drain
The Soul-Binding Gate
Wall of Thorns
Wave-Motion Cannon
Xyz Burst
Xyz Colosseum


Limited Cards:
NOTE: In addition to the DMG UCG restrictions, the following cards are Limited to 1 per Deck.
- Fire Wagon
- Kuribon (Has RP-only Errata; is spelled "Kuribbon" in-game)
- Pitch-Black Zumwalt (All Dark Synchro monsters are also Special Restricted; see above)
- Clockwork Night (Has RP-only Errata)
- Command Silencer
- Nightmare Shuffle (Has RP-only Errata)
- Cosmic Fortress Gol'Gar
- Darkness NeoSphere
- Froggy Forcefield
- Scrap-Iron Barricade
- Solidarity
- Infernity Archfiend
- Infernity Necromancer
- Infernity Mirage
- Inernity Launcher
- Honest
- Vision Hero Trinity
- Dragon Canyon
- XX-Saber Dark Soul
- XX-Saber Faultroll
- T.G. Striker
- T.G. Werewolf
Burden of the Mighty
Call of the Haunted
Chaos Sorcerer
Crystal Abundance
Dark Bribe
Destiny Hero - Plasma
Dimension Wall
Divine Wrath
Grapha, Dragon of Darkworld
Great Shogun Shien
Glory Level Talisman
Harpie Lady - Phoenix Formation
Infernity Barrier
Jinzo
Mage Power
Magical Triangle of the Ice Barrier
Mystical Space Typhoon
Number Wall
Ojama Delta Hurricane!!
Ojama Delta Thunder!!
Pot of Generosity
Radiant Mirror Force
Royal Tribute
Sakuretsu Armor
Scrap-Iron Scarecrow
Solemn Warning
Solidarity
Swords of Revealing Light
Torrential Tribute
Tour Guide From the Underworld
United We Stand
Xyz Territory
Xyz Veil

Special Restricted cards:
NOTE: These cards cannot be used unless permission has been gained from the moderators and/or creator of a specific Roleplay.[/color] These are moderated due to implications they may have in Roleplay. Specific RPs may have additional or lifted Special Restrictions.

- Cards with text mentioning the names of Special Restricted cards are also Special Restricted and have no # per Deck restrictions unless stated otherwise. Support cards of a Special Restricted card may be used if you have permission to use that Special Restricted card. Anti-Support requires different permission.

- Obelisk the Tormentor
- Slifer the Sky Dragon
- The Winged Dragon of Ra
- All cards with text mentioning DIVINE Attribute, Divine-Beast Type, or God cards.
- The Wicked Dreadroot
- The Wicked Eraser
- The Wicked Avatar
- Raviel, Lord of Phantasms
- Uria, Lord of Searing Flames
- Hamon, Lord of Striking Thunder
- Armitael, Phantom of Chaos
- *Salvation Dragon - Savior Dragon
- *Savior Star Dragon
- *Savior Fiend Dragon
- All Zombie Spam Decks.
- All Earthbound Immortal monsters
- Aesir Synchros
RP-only Errata:
NOTE: The following text changes apply at all times during Roleplay.[/b][/u][/color]
- Clear Vice Dragon
[Lv8; DARK; Dragon/Effect; ATK?//DEF0; This card is not treated as a DARK monster while it is face-up on the field. If this card attacks, it gains ATK equal to twice the ATK of the monster it battles until the end of the Damage Step. At the end of a Battle Phase in which this card attacks, it is switched to Defense Position. By discarding 1 card, negate the activation of a card effect that would destroy this card. By discarding 1 card when this card would be destroyed by battle, it is not destroyed.]

- Elemental Hero Bubbleman
[Lv4; WATER; Warrior/Effect; ATK800//DEF1200; If this is the only card in your hand, you can Special Summon it. When this card is Summoned, you can draw 2 cards if there are no other cards on your side of the field.]

- Kuribon (Is spelled "Kuribbon" in-game)
[Lv1; LIGHT; Fairy/Effect; ATK300//DEF200; When your opponent's monster attacks you directly, you can reduce that Battle Damage to 0 and Special Summon this card from your hand after Damage Calculation. If your opponent's monster declares this card as an attack target, you can reduce all Battle Damage from that battle to 0 and return this card to your hand after the battle. The controller of the monster targeted by this card's effect gains Life Points equal to that monster's ATK.]

- Clear World
[Field Spell; Apply the following effects to a player depending on the Attribute(s) of their monsters:
●LIGHT: Play with your hand revealed.
●DARK: You cannot declare an attack.
●EARTH: Destroy 1 monster you control during your End Phase.
●WATER: Discard one card from your hand during your End Phase.
●FIRE: During your End Phase, receive 1000 damage.
●WIND: If you do not pay 2000 Life Points, you cannot activate a Spell Card.]
(If you're wondering what's different, controlling a WIND monster doesn't block you from activating spell cards at all now; instead you have to pay a hefty cost.)

- Take Over 5
[Normal Spell; Send the top 5 cards from your Deck to your Graveyard. If this card exists in your Graveyard during your next Standby-Phase, you can remove this card from play to draw 1 card. While this card is in your Graveyard, negate the effects of your cards that send cards from your Deck to your Graveyard.]

- Clockwork Knight
[Continuous Spell; As long as this card remains face-up on the field, all face-up monsters your opponent controls become Machine-Type and reduce their ATK by 500. Increase the ATK of "Robotic Knight", "Machine King" or "Perfect Machine King" you control by 500.]

- Power Balance
[Normal Trap; Activate only when there are no cards in your hand. Your opponent discards half the cards in their hand to the graveyard. If they have an odd number of cards in their hand, that number is rounded up. After this card resolves, draw 1 card from your deck for every card your opponent discarded this way.]

- Nightmare Shuffle
[Continuous Spell; Select 1 Spell or Trap card at random in your Graveyard and set it in one of your empty Spell & Trap Card Zones. During your next Standby Phase, switch that card with another random Spell or Trap card in your Graveyard. When you activate the card set by this effect, send this card to the Graveyard.]



Verz Bahamut
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; discard 1 "Verz" or "Steelswarm" monster from your hand and take control of the target. As long as you control that mosnter: it is treated as a DARK Monster and it gains 50 ATK and DEF.

RP-only Rulings:
NOTE: These Rulings apply at all times during Roleplay.
- Dark Tuner monsters are treated as Tuner monsters for the purposes of card effects. e.g. You may select a Dark Tuner monster with the effect of "Tuning".
- Dark Synchro monsters are treated as Synchro monsters for the purposes of card effects. e.g. You can activate "Synchro Blast Wave" when a Dark Synchro monster is on the field. When a Synchro monster destroys a Dark Synchro monster by battle and Synchro Destructor is activated, its effect inflicts damage twice because Dark Synchro monsters are also treated as Synchro monsters for the purposes of card effects.
- Kuribon's first effect which reduces Battle Damage to 0 and Special Summons itself activates in the Damage Step and does not target.
- Kuribon's second effect which reduces Battle Damage to 0, returns itself to your hand and increases your opponent's Life Points does target.
- Clockwork Knight's first effect which changes the Type and ATK of the opponent's monsters is Continuous.
***This can be added as needed.***

Please Do Not:
Synchro Spam
Xyz Spam
Fusion Spam
Abuse cards.





***All Aces are restricted to one, and all cards in the extra deck are restricted to one.***

It is HIGHLY encouraged to make your deck as close to it's theme as possibly. However, I will be willing to compromise.


If you have suggestions, or valid reasons for why a card should or should not be banned, PM me with your card and reason.

Please note, that this is subject to change.
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