ψ Corrupt Cofagrigus
Cofagrigus 110HP
ψ Corrupt [When you play this card from your hand to evolve 1 of your Pokémon, flip a coin. If heads, your opponent reveals 3 cards at random from his or her hand. Then, you may discard 1 of those cards.]
Curse [40] Choose an Item or Special Energy card in your opponent's discard pile. Your opponent can't play that card during his or her next turn.
Destiny Bond [] During your opponent's next turn, if this Pokémon would be Knocked Out by an opponent's attack, the Defending Pokémon is also Knocked Out (even if it's not the Active Pokémon).
Weakness:
2x
Resistance:
-20
Retreat:
Yanmask 60HP
{Ability} Magic Amulet [When you attach a Pokémon Tool card from your hand to this Pokémon, you may search your deck for a card that evolves from this Pokémon, reveal it, and put it into your hand. Shuffle your deck afterwards.]
Ghost Form [] During your opponent's next turn, prevent all effects of attack, including damage, that would be done to this Pokémon by attacks requiring less than 3 Energy.
Weakness:
2x
Resistance:
-20
Retreat:
Now, moving along to the development of Yanmask to complete the pair, the challenge involved creating a Basic Pokémon that would have a fair chance to evolution. One thing that pains me, are those evolutionary Basic Pokémon that are like little sea turtles, scrambling their way on the beach to the water. Sometimes they get lucky and make it to evolution, but more often they're scooped up by some greater predator.
Akin to this, I like to enable the potential for decks to critically rely on their Stage 1 or Stage 2 Pokémon. And to do this, I strive to design my evolution line Basics with evasive abilities, technical bonuses, or other survival-based effects that heavily support the potential for Stage 1 and Stage 2 deck development. And so, that is where I started here—conceiving to design an evasive effect for Yanmask—given the Ghost-type attribute it presents. Evasiveness fits the nature of ghosts perfectly, so naturally it makes a really great concept to revolve around for Yanmask's survival effect.
Thinking over some options, I decided to adapt a function I had used in the past to a more defensive nature, given the nice touch of disruptive potential it provides to stall for time.
And that is how Ghost Form came to be as it stands.
To balance the evasive effect, I adjusted the number of Energy required in the attack to three. Of course, this doesn't save you from most Double Colorless Energy utilizing attacks, but it should still save a player from a decent enough measure of attacks to still be significant and useful. I considered it a balance measure, in the form of soft lock, so that card wasn't entirely restrictive (when it doesn't necessarily need to be).
The reason for this lies in the potential of its {Magic Amulet}, which secretly links to the concept of the Pharaohs, and suggests the possession (and use of) advanced technology.
The ability itself enables a lot of dynamic potential and support for Stage 1 building, especially when you get to play first (where the [Ghost Form] attack won't be of any use). For this reason, the [Ghost Form] attack is only intended to provide some fair chance for survival in the event you play second, and have to throw Yamask out as your Active. Together, they make a synergistic pair of effects, that would help to accelerate a game pace that's naturally stacked against Stage 1 and Stage 2 evolution chain based decks. It was with this potential I felt like the development process was through and the designs as they stood were perfected.
Cofagrigus 110HP
ψ Corrupt [When you play this card from your hand to evolve 1 of your Pokémon, flip a coin. If heads, your opponent reveals 3 cards at random from his or her hand. Then, you may discard 1 of those cards.]
Weakness:
Resistance:
Retreat:
When considering the Pokémon to use for the ψ Corrupt Ancient Trait, Cofagrigus was an immediate desire of mine to make a card for with this ability. Pharaohs are legendarily linked to the corruption of slavery—and all kinds of other unwholesome things. So naturally, that evil nature makes the concept of a Pharaoh's coffin the perfect pair for Psi Corrupt.
Suggestively, this is also intended to tie into the concept of Psychic corruption. Encompassing the theory that the Pharaohs we're in-fact psychic, and abused their telekinetic potential to rule in tyranny.
The course of design for this pair of Pokémon went from the top down of the evolution chain down—with Cofagrigus being the first card I designed—and Yamask being the follow up. I don't find that the order for Pokémon designs has to be particular, since each embody their own general dynamics (regarding what they need to do to survive—and be of decent use) so they can be designed in any order(so long as you embody those attributes as they're needed).
Now, since the nature of ψ Corrupt possesses such a distinct measure of potential, the rest of this design would need to be carefully contoured around that. It was actually in this development process that I came to re-design the function of ψ Corrupt, by adding a coin flip, and restricting the selection of cards down to three at random even when for good measure of balance. It was something I had been meaning to do for a while by this time, but just hadn't got around to it yet (naturally seizing this opportunity to do so). Obviously, the effect as it stood (even embodying the evolutionary challenge) was still too aggressive—so that play options incorporating could have easily abused the disruption effect to create very unfair conditions.
With the Ancient Trait dialed down some, I still only considered it a trivial adjustment to the power curve of this design, and for this reason had decided to design the first attack in the style of something light and tactical. Light referring to low offensive potential—and tactical referring to the use of disruptive effects (whose effects I wanted to act as a compliment to the ψ Corrupt Ancient Trait). This decision was intended to further balance between power and tech for this card. You see, cards need distinct attributes to win you the game. They need sheer offensive power; sheer defensive power; or they need to be able to bridge the gap between the absence of one or more of those things through the power of their technical effects.
And that is the logic here. I had intended for Cofagrigus to lack sheer offensive and defensive power, in order create a pure technical design, which aimed to win games by the prowess of its technical effects.
That is how I came to design the first attack—Curse—which is an attack that's been used before in the TCG, yet with poor technique in the form it's taken if you'd ask me. Akin to this, I aimed to take the prominent Ghost attack, and assign it a much more reasonable effect to match what it does in the game (and perfect the standard of the attack's effect overall).
Of course, what I came up with is not exact (since it doesn't deal with Pokémon's attacks), but I do think it's unique enough to more than make up for that; by effectively doing the one thing you need an effect to do when it doesn't specifically match what it does in the game. That being—existing as explicitly useful or interactive—so that it's strongly akin to the most prominent fun factors of the game. With this, the appeal created by catering to these fun factors takes what you've done with it and makes it instantly acceptable.
And it is an interesting adaptation on the PP reducing effect of Curse, in the sense that it potentially reduces the number of uses they'll get out of their Item and Special Energy cards. It's a really good effect, that compliments other disruptive effects, and should lead to some extraordinary deck structure potential. So I felt like the uniqueness made it a little better than if I had modeled it exactly along the game's effect.
This can add more unique flare to the TCG outlet, which is one of the most prominent fun factors of that itself, and makes for one of the greatest potentials to tap into when designing your attacks and effects based on real game aspects. You have the potential to take something and make it even more realistic or interesting to the TCG game than it originally was in the digital game. However, the proper technique for this does involve some strict guidelines, that suggest staying as true to the original game as you can (and as often as possible), and only seizing this opportunity when some extraordinary potential presents itself.
I often find myself taking effects they've done, and molding them closer to what they do in the game, than I do adapting things from the game to unique effects that don't match the game when they could. And this is the same scenario that anyone else should get if they're doing it right.
The next attack I wanted to provide a power alternative option to your offensive/defensive potential. Say you won't be able to make any significant use of the first attack, you certainly don't want the card to become useless, and that is naturally the greatest potential of having two or more attacks to work with in development. It provides you the space to create alternative options, so that the card's potential can diversify, and enable players to switch up their style when needed. This diversity breeds fun for the game, because it encourages interactivity, and helps to give players more of a fighting chance overall.
As for what the attack would be, the best thing I could come up with was Destiny Bond, as an emergency sacrificial defensive. There's all kinds of alternative potential in this, and the form I craft it in can't be played around either, to ensure that it forces players into a true standstill when they attempt to avert the effect by natural means (such as retreat). This assigns to it some absolute defensive potential, that itself can encourage more diverse deck structure developments for players it might regularly put in technical situations (For example, due to them running too many double prize Pokémon).
This is a very advanced technique of TCG development, that embodies the implementation of specific dynamics, effects, and card attributes, so that it encourages more diverse styles of play (and styles of deck structure development) for players to survive in the format environment. I would strongly suggest this isn't really something that you need worry about—unless the talent for it comes natural for you. Because doing it right, requires very strict technique, that many people don't have the intellectual perception to gauge properly.
There are often very specific dimensions (and boundaries) that you need to stay within—and often various other attributes of the card might need to be tactically aligned—in order to provide a sense of overall balance to it. If every aspect is properly considered, you'll just end up throwing things out of whack further—requiring another adaptation card or effect check the uneven odds or hostile conditions that your card creates. It can't simply check or balance a card. It—itself needs to have utter balance to it. This is provided through the encompassment of challenging aspect (the absence of offensive or defensive power; the resource of time needed; or the factors of low HP, high energy costs).
Suggestively, this is also intended to tie into the concept of Psychic corruption. Encompassing the theory that the Pharaohs we're in-fact psychic, and abused their telekinetic potential to rule in tyranny.
The course of design for this pair of Pokémon went from the top down of the evolution chain down—with Cofagrigus being the first card I designed—and Yamask being the follow up. I don't find that the order for Pokémon designs has to be particular, since each embody their own general dynamics (regarding what they need to do to survive—and be of decent use) so they can be designed in any order(so long as you embody those attributes as they're needed).
Now, since the nature of ψ Corrupt possesses such a distinct measure of potential, the rest of this design would need to be carefully contoured around that. It was actually in this development process that I came to re-design the function of ψ Corrupt, by adding a coin flip, and restricting the selection of cards down to three at random even when for good measure of balance. It was something I had been meaning to do for a while by this time, but just hadn't got around to it yet (naturally seizing this opportunity to do so). Obviously, the effect as it stood (even embodying the evolutionary challenge) was still too aggressive—so that play options incorporating could have easily abused the disruption effect to create very unfair conditions.
With the Ancient Trait dialed down some, I still only considered it a trivial adjustment to the power curve of this design, and for this reason had decided to design the first attack in the style of something light and tactical. Light referring to low offensive potential—and tactical referring to the use of disruptive effects (whose effects I wanted to act as a compliment to the ψ Corrupt Ancient Trait). This decision was intended to further balance between power and tech for this card. You see, cards need distinct attributes to win you the game. They need sheer offensive power; sheer defensive power; or they need to be able to bridge the gap between the absence of one or more of those things through the power of their technical effects.
And that is the logic here. I had intended for Cofagrigus to lack sheer offensive and defensive power, in order create a pure technical design, which aimed to win games by the prowess of its technical effects.
That is how I came to design the first attack—Curse—which is an attack that's been used before in the TCG, yet with poor technique in the form it's taken if you'd ask me. Akin to this, I aimed to take the prominent Ghost attack, and assign it a much more reasonable effect to match what it does in the game (and perfect the standard of the attack's effect overall).
Of course, what I came up with is not exact (since it doesn't deal with Pokémon's attacks), but I do think it's unique enough to more than make up for that; by effectively doing the one thing you need an effect to do when it doesn't specifically match what it does in the game. That being—existing as explicitly useful or interactive—so that it's strongly akin to the most prominent fun factors of the game. With this, the appeal created by catering to these fun factors takes what you've done with it and makes it instantly acceptable.
And it is an interesting adaptation on the PP reducing effect of Curse, in the sense that it potentially reduces the number of uses they'll get out of their Item and Special Energy cards. It's a really good effect, that compliments other disruptive effects, and should lead to some extraordinary deck structure potential. So I felt like the uniqueness made it a little better than if I had modeled it exactly along the game's effect.
This can add more unique flare to the TCG outlet, which is one of the most prominent fun factors of that itself, and makes for one of the greatest potentials to tap into when designing your attacks and effects based on real game aspects. You have the potential to take something and make it even more realistic or interesting to the TCG game than it originally was in the digital game. However, the proper technique for this does involve some strict guidelines, that suggest staying as true to the original game as you can (and as often as possible), and only seizing this opportunity when some extraordinary potential presents itself.
I often find myself taking effects they've done, and molding them closer to what they do in the game, than I do adapting things from the game to unique effects that don't match the game when they could. And this is the same scenario that anyone else should get if they're doing it right.
The next attack I wanted to provide a power alternative option to your offensive/defensive potential. Say you won't be able to make any significant use of the first attack, you certainly don't want the card to become useless, and that is naturally the greatest potential of having two or more attacks to work with in development. It provides you the space to create alternative options, so that the card's potential can diversify, and enable players to switch up their style when needed. This diversity breeds fun for the game, because it encourages interactivity, and helps to give players more of a fighting chance overall.
As for what the attack would be, the best thing I could come up with was Destiny Bond, as an emergency sacrificial defensive. There's all kinds of alternative potential in this, and the form I craft it in can't be played around either, to ensure that it forces players into a true standstill when they attempt to avert the effect by natural means (such as retreat). This assigns to it some absolute defensive potential, that itself can encourage more diverse deck structure developments for players it might regularly put in technical situations (For example, due to them running too many double prize Pokémon).
This is a very advanced technique of TCG development, that embodies the implementation of specific dynamics, effects, and card attributes, so that it encourages more diverse styles of play (and styles of deck structure development) for players to survive in the format environment. I would strongly suggest this isn't really something that you need worry about—unless the talent for it comes natural for you. Because doing it right, requires very strict technique, that many people don't have the intellectual perception to gauge properly.
There are often very specific dimensions (and boundaries) that you need to stay within—and often various other attributes of the card might need to be tactically aligned—in order to provide a sense of overall balance to it. If every aspect is properly considered, you'll just end up throwing things out of whack further—requiring another adaptation card or effect check the uneven odds or hostile conditions that your card creates. It can't simply check or balance a card. It—itself needs to have utter balance to it. This is provided through the encompassment of challenging aspect (the absence of offensive or defensive power; the resource of time needed; or the factors of low HP, high energy costs).
Yanmask 60HP
{Ability} Magic Amulet [When you attach a Pokémon Tool card from your hand to this Pokémon, you may search your deck for a card that evolves from this Pokémon, reveal it, and put it into your hand. Shuffle your deck afterwards.]
Weakness:
Resistance:
Retreat:
Now, moving along to the development of Yanmask to complete the pair, the challenge involved creating a Basic Pokémon that would have a fair chance to evolution. One thing that pains me, are those evolutionary Basic Pokémon that are like little sea turtles, scrambling their way on the beach to the water. Sometimes they get lucky and make it to evolution, but more often they're scooped up by some greater predator.
Akin to this, I like to enable the potential for decks to critically rely on their Stage 1 or Stage 2 Pokémon. And to do this, I strive to design my evolution line Basics with evasive abilities, technical bonuses, or other survival-based effects that heavily support the potential for Stage 1 and Stage 2 deck development. And so, that is where I started here—conceiving to design an evasive effect for Yanmask—given the Ghost-type attribute it presents. Evasiveness fits the nature of ghosts perfectly, so naturally it makes a really great concept to revolve around for Yanmask's survival effect.
Thinking over some options, I decided to adapt a function I had used in the past to a more defensive nature, given the nice touch of disruptive potential it provides to stall for time.
And that is how Ghost Form came to be as it stands.
To balance the evasive effect, I adjusted the number of Energy required in the attack to three. Of course, this doesn't save you from most Double Colorless Energy utilizing attacks, but it should still save a player from a decent enough measure of attacks to still be significant and useful. I considered it a balance measure, in the form of soft lock, so that card wasn't entirely restrictive (when it doesn't necessarily need to be).
The reason for this lies in the potential of its {Magic Amulet}, which secretly links to the concept of the Pharaohs, and suggests the possession (and use of) advanced technology.
The ability itself enables a lot of dynamic potential and support for Stage 1 building, especially when you get to play first (where the [Ghost Form] attack won't be of any use). For this reason, the [Ghost Form] attack is only intended to provide some fair chance for survival in the event you play second, and have to throw Yamask out as your Active. Together, they make a synergistic pair of effects, that would help to accelerate a game pace that's naturally stacked against Stage 1 and Stage 2 evolution chain based decks. It was with this potential I felt like the development process was through and the designs as they stood were perfected.
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