The Infamous RED Yu-Gi-Oh! Card

แชร์
ฝัง
  • เผยแพร่เมื่อ 2 พ.ค. 2024
  • "If we find all the answers, will there be nothing left to discover?"
    #yugioh #anime #red
  • บันเทิง

ความคิดเห็น • 595

  • @burblebineabbletv
    @burblebineabbletv  29 วันที่ผ่านมา +141

    *Boys and Girls, let this serve as an explanation as to why your teachers said to NOT use Wikipedia as your resource for information... Upon further sloothing after posting this video, turns out there are a TON of discrepancies between the Yu-Gi-Oh Database and the Yu-Gi-Oh Wiki. Live and learn, I suppose.* 🤷‍♂️

    • @chrystalriver570
      @chrystalriver570 29 วันที่ผ่านมา +11

      shouldve called joey man joshmo. a regular joshmo is a no one while a kibaman is a hero. itd be like a batman to super man

    • @tcgly3273
      @tcgly3273 29 วันที่ผ่านมา +9

      It'd be cool to have a special type of monster in the extra deck that has a "level/score" (whatever you wanna call it) up to 12. For each level/score that it has, it requires you to pay that much LP ×500. So it would balance/limit how much of them you can play. So let's say that I wanna summon a copy of "Blue-Eyes Quad Dragon" whose level/score is 12, that means I have to pay 6000 LP. I can see this as a good and bad mechanic. But thats every new type of monster that yugioh comes out with now. I prefer old school yugioh. But....this would be awesome.

    • @dudono1744
      @dudono1744 29 วันที่ผ่านมา

      ​@@tcgly3273Ngl, this could make Dogwood the new Maxx C.

    • @t.b.g.animation6185
      @t.b.g.animation6185 29 วันที่ผ่านมา

      Bro i swear to god that this idea of a RED Yu-Gi-Oh card haunted me for like 5weeks and since i'm an animator i made a New fan séries with New original characters and Monsters.
      The animation process is on my youtube page.
      Bro please spread the word. And by the end of this week i'll drop a trailer for this séries.

    • @DebryanWard
      @DebryanWard 28 วันที่ผ่านมา +2

      Lol I didn't look anything up. Just came up with that

  • @DiverseStyle
    @DiverseStyle หลายเดือนก่อน +274

    You already knew what you were in for in the first 5 seconds when both the date and product of the first Link released was wrong 😭

    • @burblebineabbletv
      @burblebineabbletv  29 วันที่ผ่านมา +33

      Word 🤦‍♂️

    • @mitchellhancock7920
      @mitchellhancock7920 29 วันที่ผ่านมา +31

      ​@burblebineabbletv The very first product for Link Monsters was NOT Cyberse Strike. I wasn't even a Structure Deck. It was a Starter Deck called Link Strike.

    • @TheAandJStudio
      @TheAandJStudio 26 วันที่ผ่านมา

      Jeeze chill bro ​@@mitchellhancock7920

    • @DevourerDragons
      @DevourerDragons 7 วันที่ผ่านมา

      @@mitchellhancock7920 I actually own that one. It's neat imo

    • @shirokasute1520
      @shirokasute1520 7 วันที่ผ่านมา

      And the 3 OG Link Cards was Link Spider, Honeybot and Decode-Talker

  • @seansisco9187
    @seansisco9187 29 วันที่ผ่านมา +209

    I would set the red Summon as a condition, like "If you control no monsters" or "if you control exactly 2 face-down cards" or "If your opponent has ", that way you could power scale based on the difficulty of the conditions.

    • @Sanguivore
      @Sanguivore 29 วันที่ผ่านมา +10

      I honestly like that idea a lot. Could create some really unique cards.

    • @charlesf.7947
      @charlesf.7947 28 วันที่ผ่านมา +15

      hell, just make them summon to the extra monster zone only, so you have to clear that zone first before summoning another
      also they clearly shouldn't be summoning another monster from deck on summon lol. for a second i thought he was just gonna make joeyman a red-eyes equivalent of kaibaman "tribute this card; special a "red-eyes" monster from hand". which would've been perfectly fine for a free card. (i'm also assuming red summon is a special summon.)

    • @Practitioner_of_Diogenes
      @Practitioner_of_Diogenes 27 วันที่ผ่านมา +4

      I was about to comment something similar.
      Red Monsters having a game state condition being met would likely be more balancing than slapping a "once per turn" on a summon of them.

    • @tcoren1
      @tcoren1 26 วันที่ผ่านมา +2

      tbh that won't be enough to balance it since they would inevitably have one with the condition "you control no monsters" and one with a super easy to fulfill and just getting two monsters on the board with no normal is often enough to win the game.
      e.g. if both are cyberse you can link climb 5 times over and if both are level 4 you can do full snake eyes+fire king combo

    • @envyofthefuture1238
      @envyofthefuture1238 24 วันที่ผ่านมา +1

      Awesome idea, I thought it could be where you need the materials in your hand, and either need to reveal them or discard them to summon red monsters.

  • @kenji6492
    @kenji6492 หลายเดือนก่อน +177

    What if to Red Summon, you have to pay the Red Monster’s Level x 1000 LP (maybe a higher / lower multiplier for certain cards). Would make LP Gain effects more worth it, and also giving them a Blood Sacrifice theme would tie into the color choice.
    Sanguine Summon also has a nice ring to it.

    • @burblebineabbletv
      @burblebineabbletv  หลายเดือนก่อน +43

      I wonder if Konami would ever consider a mechanic that revolves specifically around LP manipulation 🤔

    • @chrisbelair5916
      @chrisbelair5916 29 วันที่ผ่านมา +21

      Dinomorphia tier 1?

    • @Oros-LordofCinders
      @Oros-LordofCinders 29 วันที่ผ่านมา +5

      Shit, I literally just commented something like this lmao great mind think a like. I was thinking about the dark side of dimension movie when I thought of this.

    • @Sanguivore
      @Sanguivore 29 วันที่ผ่านมา +8

      I back this idea 100%. Sanguine Summon is also the perfect name.

    • @VixYW
      @VixYW 29 วันที่ผ่านมา +6

      Then burn decks become meta by stopping people from using red monsters... XD

  • @c.d.x34
    @c.d.x34 28 วันที่ผ่านมา +35

    I like the idea of Red summons being hard once per turns, and the monsters can only be summoned from the extra deck via Red summoning. It's a restriction that allows the cards to still be useful, without invalidating the other ED mechanics.

    • @goldenarmour7975
      @goldenarmour7975 23 วันที่ผ่านมา +2

      maybe even make them all once per duels.

    • @Practicalinvestments
      @Practicalinvestments 11 ชั่วโมงที่ผ่านมา

      The ONLY way this could work is if ‘Red’ Cards acted like hand traps and could ONLY be used going second,,
      Because that would cause you to have to lose extra deck space that could be used for turn 1 combos BUT if you happen to go second they can be GREAT hand traps or life savers that stop your opponent from going full combo
      Example:
      “Red Hecate the Wicked Witch”
      Atk:900/Def:100
      “This card may not be summoned by card or effect ignoring it’s summoning conditions. Only 2 ‘Red cards’ may be summoned per turn. This card can ONLY be summoned on your opponents turn. (Quick effect) if your opponent activates a card or effect that: adds card(s) from the deck to the hand, sends card(s) from the deck to the graveyard, or normal or special summons card(s) directly from the deck you can special summon this card from your extra deck to your field, then, negate that activation or summon, and if you do, destroy that card, you can only activate the effect of ‘Red Hecate the Wicked Witch’ once per turn”
      (didn’t research the attack but it should be high enough to beat over link 1 combo starters like link decoder and others that aren’t coming to mind right now but small enough to not beat over any real monster and be a risk to life points and otk for summoning in attack mode)
      That’s the only way I feel like something like that would work,, and even then they would have to carefully consider each card before putting into circulation (not something Konami is exactly known for doing)
      But it is an interesting concept nonetheless and I definitely think it could actually help the meta as most of the broken cards are extra deck cards so taking away some of that space (or taking a massive risk) could definitely help the meta be more balanced for other decks or play-style’s. I’m not really thinking that deep into it so I’m sure the idea could be flushed out a lot more but it is interesting.

  • @Ashacarlosalbert
    @Ashacarlosalbert 14 วันที่ผ่านมา +13

    I think being allowed to summon a red monster for free would be nice while being limited to only one red monster in the entire extra deck

    • @kaiserstorm886
      @kaiserstorm886 วันที่ผ่านมา

      megaman giga card ahhh card

    • @Practicalinvestments
      @Practicalinvestments 11 ชั่วโมงที่ผ่านมา

      The ONLY way this could work is if ‘Red’ Cards acted like hand traps and could ONLY be used going second,,
      Because that would cause you to have to lose extra deck space that could be used for turn 1 combos BUT if you happen to go second they can be GREAT hand traps or life savers that stop your opponent from going full combo
      Example:
      “Red Hecate the Wicked Witch”
      Atk:900/Def:100
      “This card may not be summoned by card or effect ignoring it’s summoning conditions. Only 2 ‘Red cards’ may be summoned per turn. This card can ONLY be summoned on your opponents turn. (Quick effect) if your opponent activates a card or effect that: adds card(s) from the deck to the hand, sends card(s) from the deck to the graveyard, or normal or special summons card(s) directly from the deck you can special summon this card from your extra deck to your field, then, negate that activation or summon, and if you do, destroy that card, you can only activate the effect of ‘Red Hecate the Wicked Witch’ once per turn”
      (didn’t research the attack but it should be high enough to beat over link 1 combo starters like link decoder and others that aren’t coming to mind right now but small enough to not beat over any real monster and be a risk to life points and otk for summoning in attack mode)
      That’s the only way I feel like something like that would work,, and even then they would have to carefully consider each card before putting into circulation (not something Konami is exactly known for doing)
      But it is an interesting concept nonetheless and I definitely think it could actually help the meta as most of the broken cards are extra deck cards so taking away some of that space (or taking a massive risk) could definitely help the meta be more balanced for other decks or play-style’s. I’m not really thinking that deep into it so I’m sure the idea could be flushed out a lot more but it is interesting.

  • @damienmcneff7715
    @damienmcneff7715 หลายเดือนก่อน +26

    A free monster for no cost is a terrible idea, especially if it’s one that lets you keep your full hand. Whatever restriction it has, WILL be played around. The fact it’s a special summon that can happen whenever and it only eats up an ED slot adds to this. Deck that don’t care about the ED now have a free summon to help if they brick, and decks that can play the card will abuse it like crazy. Imagine Snake-Eyes, but you have a free monster to just make Little Knight WITH its banish effect, for basically free at any point.

    • @burblebineabbletv
      @burblebineabbletv  29 วันที่ผ่านมา +5

      This will be the mechanic that actually ruins the game

    • @charlesf.7947
      @charlesf.7947 28 วันที่ผ่านมา +3

      @@burblebineabbletv nah, the game will always adapt around itself. power creep has been real for a long time, people are just dramatic. if anything this mechanic would lower % chance to brick (which is a good thing)

    • @GaussianEntity
      @GaussianEntity 22 วันที่ผ่านมา +1

      Yeah that the very least have it require a card(s) from the hand. That way it still follows the no summon idea but it's not free.

  • @hopemetal3440
    @hopemetal3440 29 วันที่ผ่านมา +41

    I would keep it as a free summon, but only allowed once per duel. If it is destroyed, it is completely removed from play, not just sent to GY or banished, so there's no getting it back. It could be used as a guaranteed opener, or something you could use to give yourself a chance to recover if your board gets broken. Basically, a monster you can summon if you just didn't draw any monster at a time when you need one, or any other opening cards (but if that's the case, you probably built your deck badly?). Also maybe disallow it to be used as material for certain summon types, but that would limit its capability as an opener.

    • @charlesf.7947
      @charlesf.7947 28 วันที่ผ่านมา +6

      i like this, a once per duel, every deck gets a guaranteed opener. cut all the openers from the main deck so you have more room for hand traps lol.

    • @superkgaming8305
      @superkgaming8305 27 วันที่ผ่านมา +6

      @@charlesf.7947 no not more hand traps please 💀

    • @TaLeng2023
      @TaLeng2023 12 วันที่ผ่านมา

      Brah got Mind of the Plana'd.

  • @96Assassine
    @96Assassine 29 วันที่ผ่านมา +40

    Easiest design is to make a DEF-Variant of Link monsters. C'mon it's obvious, Links can't be put into DEF and these could be the counterpart. They would need an indicator in which direction they should be turned but having one bold arrow would still be better than flipping the whole card sideways which would just look out of place in collections, even if it were just the artwork.
    Let's just call them Backup-Monsters since they essentially are that.

    • @cummywummiez
      @cummywummiez 29 วันที่ผ่านมา

      So shittier

    • @charlesf.7947
      @charlesf.7947 28 วันที่ผ่านมา +1

      they could go in the middle 3 spell/trap zones between the pend scale zones and point to the other spell/trap zones.

    • @rhindx877
      @rhindx877 27 วันที่ผ่านมา +1

      Thats super interesting, cuz even if the stats are kept low, getting a free monster you can summon anytime that can attack your opponent would be too dangerous. So forcing em to be in defense would perfectly balance everything and make them only have a use as starter pieces

    • @WingedEspeon
      @WingedEspeon 25 วันที่ผ่านมา

      Like link monsters don't have defense points they could just not have attack points.

    • @GaussianEntity
      @GaussianEntity 22 วันที่ผ่านมา

      Let's push it a step further. Red monsters must first be summoned in face-down defense position

  • @Gawatsu
    @Gawatsu 28 วันที่ผ่านมา +20

    Just one question. Anyone else remember when ritual monsters existed?

    • @burblebineabbletv
      @burblebineabbletv  27 วันที่ผ่านมา +6

      What's a Ritual monster? 🤔

    • @GaussianEntity
      @GaussianEntity 22 วันที่ผ่านมา +2

      We forgor 💀

    • @MM-fj4py
      @MM-fj4py 21 วันที่ผ่านมา +9

      Voiceless voice is literally meta rn i have no idea what your talking about. Pendulums are in a worse shape in the tcg.

    • @GaussianEntity
      @GaussianEntity 21 วันที่ผ่านมา

      @@MM-fj4py #BringBackElectrumite

    • @Ecdemaniac
      @Ecdemaniac 17 วันที่ผ่านมา

      Yes because only like 4 ritual decks have ever been playable, one of which hit tier 0

  • @TheGloriousLobsterEmperor
    @TheGloriousLobsterEmperor 29 วันที่ผ่านมา +17

    Personally, I think I would take inspiration from Rush Duels for red cards. Have cards with conditions such as having a certain amount of lifepoints, having a certain amount of cards in the graveyard, controlling a certain monster, etc, and if you fulfil those conditions, *then* you can summon the monster. That way you could have cards with easier conditions be easier to summon, and really encourage people to create complicated scenarios by giving them cards with big rewards, have a card that requires your opponent to have 10 or more cards in their hand, or have no cards left in your deck, or have only 100 LP, and then you get a huge reward.

  • @ren_suzugamori1427
    @ren_suzugamori1427 29 วันที่ผ่านมา +19

    I thought you would pay life points to play a Red Card. The boarder is red, like blood, so what better way to tie themes to red by just having the summoner pay life points equal to 100 times the Red Monster's level. The only life point that matters is your last, so it could be argued this would still be abusable.

    • @S.O.U.L.153
      @S.O.U.L.153 29 วันที่ผ่านมา +4

      Would be perfect but should be 100 lp per lvl of the monster like lvl 10 is 1000 lp

    • @ren_suzugamori1427
      @ren_suzugamori1427 28 วันที่ผ่านมา +1

      @@S.O.U.L.153 yeah, I struggled thinking about the LP Per Level cost while typing. Originally it was 1k, but that would limit the level cap to 7, and then I thought 500, but then I keep thinking to the progression of Extra Deck Summoning, and ease of Summoning should be the way to go, so I stuck to 100, just so we could make that Slifer Retrain a think + easy to get out a Slifer the Sky Dragon Pharaoh Atem would love.

    • @ApolloX_Games
      @ApolloX_Games 28 วันที่ผ่านมา +3

      I think I’d be better if was 200LP instead of 100,making the requirement/cost more hefty for a the summoning of a monster,imagine summoning a 3000 beat stick for 800LP only? Nah that’s way to cheap make it 1600 and it’ll be considerable.

    • @tobequitefranco
      @tobequitefranco 24 วันที่ผ่านมา +1

      Love it

  • @rednose9378
    @rednose9378 24 วันที่ผ่านมา +22

    As a mtg player. You will regret this mistake. We've done companion mechanic before. It was a disaster.

    • @Ecdemaniac
      @Ecdemaniac 17 วันที่ผ่านมา +2

      Care to explain?

    • @rednose9378
      @rednose9378 15 วันที่ผ่านมา +8

      @@Ecdemaniac there was a mechanic from 2019 set ikoria named companion. Basically u got an extra card from your extra deck with some deck restrictions you need to fulfill (all cards with odd / even manacost, deck with extra 20 card, etc) a free card. It instantly broke every format and make wizard errata the whole mechanic. It was disastrous.

    • @TaLeng2023
      @TaLeng2023 12 วันที่ผ่านมา +1

      So basically they introduced Skills to MTG?

    • @rednose9378
      @rednose9378 12 วันที่ผ่านมา +2

      @@TaLeng2023 skills as in duel links?

    • @TaLeng2023
      @TaLeng2023 12 วันที่ผ่านมา +1

      @@rednose9378 yeah. Haven't played MTG but I suppose the companion works like skills that sometimes add cards to the ED, if not outright plopping a free monster on the field, for example one of Yusei's skills allow him to place a Formula Synchron or TG Recipro Dragonfly from "outside the deck," if the only monster the player controls is a Stardust Dragon or Lv 10 Synchro.

  • @codystevenson9648
    @codystevenson9648 29 วันที่ผ่านมา +7

    My idea for a while has been "Rift" monsters. You tribute monsters you control whose levels equal or exceed the level of the rift monster, and on summon, it gains rift counters equal to its level. While on the field, the rift monster has conditions such as declaring attacks or using their effects, or even a cost during end/standby phase, which removes their rift counters. When a rift monster has no counters left, immediately upon resolving the action which removes its last counter, it is returned to the extra deck face-up, where it can be summoned again assuming you can meet its summoning cost. Like a combination of link monsters and mtg commanders, either its attack or defense is replaced by a summon surcharge, which is an increase to the requirement of the combined levels required to summon the rift monster each time it is returned to the extra deck. If a rift monster is destroyed by battle or card effect, it goes to the graveyard, if it would be returned to hand or deck, flipped face-down, or be affected by another card's effect which would remove its remaining counters, it goes into the extra deck face-down and is not subject to the surcharge. While an opponent's effect that returns a rift monster to the extra deck would not add to the summoning surcharge, the surcharge accumulated by the rift monster causing itself to run out of counters cannot be reset during a duel except by specific card effects.
    I think what would make this work is the generic nature of requirement, and the potential to balance out powerful stats or effects with high levels and high counter-removal requirements. The summoning cost is evocative of synchros, limited effect usage is similar to xyz's, the reusable nature is like pendulums, and the restriction of not having either an attack or defense ties it to links, while the explicitly temporary nature of its field presence and potentially modular barrier to access as the game goes on gives it its own identity. Given the speed of the game, i could see the surcharge element being overkill and a bit complicated to keep track of, and understand if people would prefer to just have a simple stat line or if its standard to replace the defense stat with the rift counter cost of an attack or end phase/standby phase maintenance cost.

  • @JulianShowers
    @JulianShowers 29 วันที่ผ่านมา +7

    RED monsters: go in the ED, you can only perform one RED summon per Main Phase, and they are summoned by sending one or more specifically named Normal Monster from your Hand, Field, or Deck to the GY.
    To contrast them directly against Link Monsters, these cards can Only go in the Main Monster Zones, and only have a DEF value (they can be flipped facedown but cannot be flip summoned and must be special summoned in Defense Mode).
    The purpose is to act as a special extender card which interacts with normal monster(s) to summon them. They can have a RED value of 1/2/3 determining how many Normal Monsters are needed to summon them and their inherent lack of both a level and a link rating makes them incompatible with all summon types except tribute summoning. The lack of Atk means they cannot be used to directly OTK.
    Being able to summon one per main phase makes them balanced to going second as the first turn only has one Main Phase, and they help set up normal monsters into the GY. This help directly buff Normal Monsters for play, allows you to almost always summon the RED monsters, and mechanically can represent both fusing multiple cards together or one card being upgraded into a stronger form.
    Overall this would be a great way to get fans hyped for classic decks like DM, BE, RE, and Heroes, and gives an opportunity to retrain old Normal Monsters into a powerful Effect Monster (albeit without any Attack).

    • @boejeck1345
      @boejeck1345 26 วันที่ผ่านมา +1

      They dont need a link rating to be used as link material so ot would be a free link material

  • @Sunnernite
    @Sunnernite 29 วันที่ผ่านมา +8

    I think that, to make red cards balanced, they need some set up. For example, Joeyman might say, To summon this monster, you must first have a red eyes black dragon in your gtave yard. When summoned this way, you can summon 1 red eyes monster from your hand or grave.

  • @IC-23
    @IC-23 26 วันที่ผ่านมา +2

    I think another interesting way to change things about Red Cards
    is giving them no Level Rank or Links so they can't be used as free summons for ED extension meaning sure you lose on cool flexibility it stops the more likely option of them being used for degenerate combos

  • @VixYW
    @VixYW 29 วันที่ผ่านมา +3

    Instead of being summoned for free, I think they should be brought out by specific effects, like it already happens to other Extra Deck monsters, thus replacing them in that category. For example, the runick fusions that you don't actually fuse into, you just bring them out via effects. Or heroes you summon from Mask Change instead of fusing. They'd be red monsters.

  • @four-en-tee
    @four-en-tee 8 วันที่ผ่านมา +1

    I think my biggest problem with red yugioh cards would be that it wouldn't look very good.
    Like, unless we make it fucking crimson or something, it'll just look like an eyesore. At least rituals, fusions and links are all cool colors (as in they fall in the green/blue/purple spectrum).

  • @ultimatedbz2
    @ultimatedbz2 28 วันที่ผ่านมา +2

    my idea for the red mechanic is to have the summon requirements require to be chained ontop of combos with no two red summons being tied to the same chain. Instead of levels cards have a Combo value to reflect how big a chain or combo they need to summon
    Expample:
    Ruby Magic Master
    Requirement: Summon to a chain where 2 or more spell cards were activated.
    Effect: At the resolution of the chain to summon this card choose one other spell in the chain, duplicate that effect
    Combo: 3
    Crimson-Eye Draco
    Requirement: Summon chained to the destruction of your dragon-type monster in a turn 3 or more of your dragons were destroyed.
    Effect: Destroy 1 card in your opponent's hand then you can summon 1 monster from either graveyard to your side of the field, a monster summoned by this effect can't activate it's effects for the rest of the turn.
    Combo: 4

  • @megainme
    @megainme 28 วันที่ผ่านมา +2

    I think there is merit here, but a free summon once per turn might be too much, as no requirement to summon could break the game. A new idea of requirement would be “Banish X amount of X cards from your GV to summon this monster.” Being able to use the GV as a means to summon monsters from the extra deck allows for more playing around getting rid as many cards as you need from the GV to summon the RED monsters from the Extra Deck. Maybe the Joeyman RED card requirement would be: Banish 1 “Red-Eyes” Card from your GV to RED Summon this monster. As you can see, it doesn’t pertain to just Monsters, but Spells and Traps as well. RED Summon can REALLY benefit from cards that have a discard cost, turning something like Dark World Dealings into a free summon from the Extra Deck and a draw from the Main Deck. A RED Summon of a Blue-Eyes monster could require- Banish 3 “Blue-Eyes” dragon monsters & 1 Polymerization or Fusion Card from the GV to RED Summon this monster. If you got an opponent who would use a Deck-Out strategy against you, they’ll have to be careful of WHAT was sent to the GV for they might accidentally help you meet the RED Summoning requirements. Maybe a Towers equivalent might require Banishing 10 archetype cards to summon that monster. A steep requirement, but if you had the ability to get your Banished cards back or make of an engine that needs to banish cards to activate their Effects, then the RED Summon Monsters hold a unique interaction that might end up a advantageous situation even during Turn 1.

  • @arthurhilgert2707
    @arthurhilgert2707 29 วันที่ผ่านมา +3

    Instead of summoning conditions, red monsters could have "deck building requirements" so you can use them at the first place. They would behave like skills, but yet different enough so they would be really a new thing

    • @Auron3991
      @Auron3991 28 วันที่ผ่านมา +1

      Magic tried something like that with the Companion mechanic. They had to nerf it into the ground and many of them were still too strong.

  • @9starcirno
    @9starcirno 19 วันที่ผ่านมา +1

    My ideals for red cards would be like the other side of a coin for link monsters.
    I would name red cards as String for the ideal of the red string of fate.
    They can only be summoned in defense mode.
    A summoning requirement that string monsters would need is they can only be summoned next to another monster that isn't a string monster. String monsters will also say what kind of monsters they can be summoned next to when they can be summoned.

  • @MOKIRITCG
    @MOKIRITCG 24 วันที่ผ่านมา

    I came up with idea of a “trial summon” mechanic. It’s an extra deck summon that players can only perform once per turn once you meet certain conditions. For example:
    Joeyman | Level 3 | Dark
    Warrior | Trial | 700 ATK
    200 DEF
    You may Trial Summon this card during you main phase if you have Normal or Special summoned “Red-Eyes Black Dragon” this turn. You may only Trial Summon “Joeyman” once per turn. When this card is Trial Summoned, you may special summon 1 “Red-Eyes” Monster from you hand deck or GY. You may only use the effect of “Joeyman” once per turn.
    or
    Raging Dragon | Level 8 | Fire
    Dragon | Trial | 3000 ATK
    0 DEF
    You may trial summon this card during your main phase if 2 or more Dragon-type monsters you control are destroyed by an opponent’s card. You may only Trial summon “Raging Dragon” Once per turn. When this card attacks, you may destroy all attack position monsters your opponent controls. You may only use this effect of “Raging Dragon” Once per turn. During the end phase, if your opponent controls no monsters, destroy this card.
    Or
    Crimson Knight | Level 7 | Fire
    Warrior| Trial | 2500 ATK |
    2000 DEF
    You may trial summon this card during your main phase if you summon 2 or more Warrior Monsters this turn. You may only Trial Summon Crimson Knight once per turn. This card gains 200 ATK for every monster you control. Once per turn, you may tribute 1 Fire Monster you control: Until the end of this turn, this card is unaffected by spell and trap effects.

  • @TheWhiteMamba3000
    @TheWhiteMamba3000 28 วันที่ผ่านมา +2

    So far, it just slifer being red on the back.

  • @dudono1744
    @dudono1744 29 วันที่ผ่านมา

    ED quick-play spells (in a separate pile).
    Once per opponent's turn, during the standby phase, you can randomly add 1 of them to your hand. These cards can be activated from your hand at spell speed 2 (during either player's turn). You can have any number of them in your "Red Deck".

  • @TornadoZX825
    @TornadoZX825 27 วันที่ผ่านมา +2

    this Red card supertype, in my hands, would still have summoning requirements
    I'd go with losing(not paying) 500 LP x the Red monster's Level, alongside sending 2 or more monsters to the GY. As a bonus, stronger Red monsters(i. e. any Level 6 or higher Red monster) will have "You cannot gain LP. This effect cannot be negated." in their text. That would absolutely make Psychic End Punisher mucn better than it already is, and would definitely be appreciared by Gold Pride, but that deck isn't exactly good, so I'm fine with the existence of a mechanic that makes one deck slightly better

  • @uchosewiselee6776
    @uchosewiselee6776 9 วันที่ผ่านมา

    It's a monster card that can only be played in the spell/trap zone. It has arrows similar to Link monsters. They must first be activated like a spell, by banishing a spell/trap from your field or graveyard. They can be "Red" summoned onto the field but will require banishing monsters from the field or graveyard matching their attribute up to their Link rating. The arrows provide buffs, additional triggers, or protection to where it points to.

  • @kyuven
    @kyuven 23 วันที่ผ่านมา

    If I were to introduce "Red" cards i.e. a new type of extra deck card, I'd make extra deck *spell* cards.
    These would function basically like normal spell cards, but would inflict a rules change on the match.
    For example, inflicting the "summoning sickness" aspect of Toon monsters on all creatures on the field, or all dice rolls automatically come up as a 6. But as a cost you have to do something like play without your GY or skip your draw phase.
    If this sounds broken, the idea is they apply to BOTH players and cannot be removed from play except with another red card, and only one red card can be active at any time.
    The design space of the "Red Cards" would be that you inflict a penalty upon yourself in order to change a rule of the game, and said rule affects both players.
    The first one could be a real game changer (literally): "Banish 1 Spell, 1 Trap, 1 Effect Monster, and 1 Normal Monster from your Deck. No cards may be played from the Extra Deck except Red Cards."

  • @asrieldreemurr2523
    @asrieldreemurr2523 24 วันที่ผ่านมา +1

    I mean, tribute summoning is just another form of normal summoning, so why can't red summoning be different varient of it thats separate?
    Example: When your turn starts, you get to draw one card and normal summon as usual, but in addition, you can make the decision to summon a Red monster! Maybe alternatively to normal summoning, you could stockpile red summons (1 for

  • @SnipeMD
    @SnipeMD 4 วันที่ผ่านมา

    RED monsters should exist in the Extra Deck as monsters which once per turn can be Special Summoned from the Extra Deck during your Main Phase 1 or 2 by letting your opponent draw a card based on the number of stars the monster has (1-6 Stars: Draw 1, 7-12 Stars: Draw 2, If a card mentions 3 Tributes: Draw 3). This would be similar to a "Blood Sacrifice" of sorts, essentially "Dark Bribe" but allowing you to Special Summon a monster instead of negate a card effect.

  • @megatonhammer9478
    @megatonhammer9478 24 วันที่ผ่านมา

    Id probably go about it like this, Red Summoning (or Skarlet Summoning) would be used on specifically old archetypes that can reliably work. So Egyptian Gods, Worms, and other archetypes that were made without an Win Con. You'd be able to have up to 5 cards in the extra deck that are red cards.
    Each card has there own prereq to be summoned, and the prereq get harder to accomplish with the higher of level you want to summon. So as an example, 1-4 monsters could have a requirements like summon a monster of the same type, attribute, and level as this red card, then Skarlet summon this card. 5-7 monsters could require a specific card in the hand that you would need to discard to Skarlet summon. And 8-10 mons would require you to send up to 2 cards from your extra deck that would equal the level of the summoned monster.
    The draw back to Skarlet summon would be that if it is destroyed by battle or opponent's card effect you would take the damage of the Skarlet summoned monsters highest value.
    In my head, it's a blood ritual summon aka why the cards are red in the first place. Also once the red cards leave the field, they don't go to grave. Instead they are flipped face down in your S/T zone and you lose access to that zone for the rest of the duel. This is why I say, I don't see these monsters being used to attack really but solely for their onboard effects.
    In the end, I could see this mechanic being used and because of the S\T zone being on the line it should make for interesting games

  • @berylredburrow__8810
    @berylredburrow__8810 24 วันที่ผ่านมา

    No cost would definitely break the game.
    My idea is called "shift monsters"
    They'd require you to use both monsters and spell/trap cards as material, and would have the unique effect of being able to move between the front and back rows. They'd have separate effects for the front or back row, and could only move inside their column. If a card is placed in that column, they'll be unable to shift.
    While in that back row, they can't attack or be attacked, but are still treated as monsters.
    Shifting is treated as changing battle position, so you can't do it the same turn you go from Atk to Def, or vice versa

  • @Practicalinvestments
    @Practicalinvestments 11 ชั่วโมงที่ผ่านมา

    The ONLY way this could work is if ‘Red’ Cards acted like hand traps and could ONLY be used going second,,
    Because that would cause you to have to lose extra deck space that could be used for turn 1 combos BUT if you happen to go second they can be GREAT hand traps or life savers that stop your opponent from going full combo
    Example:
    “Red Hecate the Wicked Witch”
    Atk:900/Def:100
    “This card may not be summoned by card or effect ignoring it’s summoning conditions. Only 2 ‘Red cards’ may be summoned per turn. This card can ONLY be summoned on your opponents turn. (Quick effect) if your opponent activates a card or effect that: adds card(s) from the deck to the hand, sends card(s) from the deck to the graveyard, or normal or special summons card(s) directly from the deck you can special summon this card from your extra deck to your field, then, negate that activation or summon, and if you do, destroy that card, you can only activate the effect of ‘Red Hecate the Wicked Witch’ once per turn”
    (didn’t research the attack but it should be high enough to beat over link 1 combo starters like link decoder and others that aren’t coming to mind right now but small enough to not beat over any real monster and be a risk to life points and otk for summoning in attack mode)
    That’s the only way I feel like something like that would work,, and even then they would have to carefully consider each card before putting into circulation (not something Konami is exactly known for doing)
    But it is an interesting concept nonetheless and I definitely think it could actually help the meta as most of the broken cards are extra deck cards so taking away some of that space (or taking a massive risk) could definitely help the meta be more balanced for other decks or play-style’s. I’m not really thinking that deep into it so I’m sure the idea could be flushed out a lot more but it is interesting.

  • @zuniversegaming3431
    @zuniversegaming3431 20 วันที่ผ่านมา +1

    I feel like the concept of a 1 card starter" would fit this, but go a step further and say you can only have 1 "Red " card in your extra deck. The requirement to summon it would be " you have to banish 3 cards from your extra deck that has "archetype name or in it its text" to summon it and make it OP super dumb strong effect. Still, the drawback is that its effect is so broken that it is a "once per duel" effect and can only be activated once that duel. Making the RED cards and center focus of the whole archetype
    Examples,
    "The True Dark Magician," which would be his proper form, and his effect is "search your deck for one Spell Card that states "Dark Magician" in its card text from your deck, gy or banishment and remove it from the game if you do, activate that card's effect ignoring the requirement needing for its condition." This would net you a free circle, trap card, or fusion right out of the gate without having to search your deck for it.
    "True Form Blue Eyes White Dragon" ( artwork of the female soul of blue eyes), which has the effect of " when you activate this, you can special summon 1 "blue eyes ultimate dragon" from your extra deck and give it the effect "this monster cannot be target by any trap or monster effects your opponent controls, but when this monster leaves the field, you lose 4500 LP.."

    • @zuniversegaming3431
      @zuniversegaming3431 20 วันที่ผ่านมา

      shoot i ll make my own video on this top and give some credit to this one nice idea

    • @zuniversegaming3431
      @zuniversegaming3431 20 วันที่ผ่านมา

      I think they should be OP busted, but they have once-per-duel effects like mimicking the top spell card like Dark Hole of Monster Reborn, etc., like mimicking the banned cards into a monster lol and have a vast restriction in the game rule of you can only have 1 copy of a RED card in your extra deck and based the mo the Yugioh cards or central themes monster of the dark lie for heroes it would be Jaden but dress up as Neos lol or Zane but in Cyber Dragon armor or something like that.
      Oh Shoot, they can make Astral a Red card when he is fused with Yumi.
      or Yusei as a Codetakler Armor

    • @burblebineabbletv
      @burblebineabbletv  20 วันที่ผ่านมา +1

      I subbed! Can't wait to see it 🤙

    • @zuniversegaming3431
      @zuniversegaming3431 20 วันที่ผ่านมา

      @@burblebineabbletv thanx, but it would prob take into do the void but i do have other channels as well

  • @satanus_369
    @satanus_369 28 วันที่ผ่านมา +1

    The fan-made Yugioh reboot "Dynamis Duel" made them Transformation monsters. Basically, if you have a specific monster on the field, you can "transform" it into a more evolved form by pulling the red card from the Extra Deck and stacking it on top of their "pre-evolution" like an XYZ.
    So for example, Dark Sage transforms from Dark Magician, Thousand Dragon transforms from Baby Dragon (instead of being a Fusion) and the Toon Monsters transform from their normal counterparts

  • @chaossnowkitsune6377
    @chaossnowkitsune6377 15 วันที่ผ่านมา

    Another possibility which could allow for some stronger effects would be to have it where you can only have 1 red monster in your extra deck period, but keeps the theme of not needing a summon requirement... unless the card itself specifically says otherwise.

  • @_KeMvin
    @_KeMvin 24 วันที่ผ่านมา

    Idea: It's called an extra DECK, so why limit ourselves to monsters? RED cards could also have a requirement like any other extra deck monster in that it needs a form of "tribute" or "material," but it could be a very specific game state that has a generically good effect, or a card that is meant for an archetype that only helps that archetype but is very commonly played in it. I think extra deck slots being used for a kind of cost-requiring spell would be neat. Here's a few examples:
    "Pot of Advancement"
    Requirement: Banish 2 cards from your hand that mention the word "Drawing"
    Effect: Draw 2 cards
    Or
    "Dark Magic Destruction"
    Requirement: Tribute 1 "Dark Magician" on your side of the field
    Effect: You can either:
    - Destroy all spell and trap cards your opponent controls
    - Destroy all monsters your opponent controls
    Obviously cards could be more complicated than this, this is just me thinking of some ideas on a whim, but don't think we need more monsters. Rather, a new type of "backrow" or "non-monster" effect could spice up the game, especially if said card type could be utilized on you or your opponents turn only OR at quick effect speed. Much more dynamic gameplay, would probably break a lot of things lol.

  • @TheJoethud22
    @TheJoethud22 25 วันที่ผ่านมา +1

    Ironically enough, we had the same idea back when pendulum were announced yet. We just saw red monster silhouettes and he thought oh must be something mechanic involving red. Early leakers called it advant summoning. Work like assault mode where we send the monster from the main deck I special some of that card from the extra deck.

  • @godsmithofchaos
    @godsmithofchaos 29 วันที่ผ่านมา +1

    Can only be summoned into defence just like Link monsters only in attack. Have arrows similar to link and be used with them. Reverse of Link. Call them Chain. So you can have Links and Chains.

  • @envyofthefuture1238
    @envyofthefuture1238 24 วันที่ผ่านมา

    I remember when I thought I first saw a red card. I was really confused, and, being 10 years ago, my memory of the card is hazy.
    The card type (fusion/synchro/xyz) was called an Evolution monster, and belonged in the main deck, and required either the monster version of polymerization (whatever that is), or two of the same monster being sacrificed, had mid 2000 ATK points and an effect which had to do with sending extra deck monsters or ritual monsters to the graveyard for an effect which destroyed enemy monsters or buffed its own ATK for the turn.
    While this was a fake card, it was always an interesting concept of the strange red cards.
    This was a super cool video describing red monsters and how they would work in modern day Yu-Gi-Oh!

  • @laughingman7467
    @laughingman7467 25 วันที่ผ่านมา +1

    This is like having a second hand of starter cards to the left. Pretty cheap but im liking the direction since current ygo is gonna make you jump hoops to get a combo going.

  • @twapsgelacio
    @twapsgelacio 29 วันที่ผ่านมา

    Would be nice if red monster summon is similar with link having some arrows.
    Maybe they are monster with no atk but only defense,can only be in defense mode,
    this extra deck monster can flip itself facedown,stopping its effect but gets aggro as it can be the only monster be targeted by atk or effect unless there are other red monster facedown.
    It also has flip face up effect.Also can flip itself faceup in response to anything only once per turn, Flipping in response to anything beside atk will make itself flip itself facedown at resolution.So its normal faceup nonflip effect cant be activated.
    Its flip also isnt considered as flip summon,but it can be considered as a trap activation.Flip effect of red monster isn't considered as monster effects.
    Also the back of the card has some similar link arrows,active when the card is facedown defense position.
    Summon mechanism would be tribute a facedown and banish any monster in hand (unless the card said something specific) to red summon.
    I would like to call this Fortress summon,Monster design would look like a simple wall, castle, trench etc.

  • @IDESTROYER236
    @IDESTROYER236 4 วันที่ผ่านมา

    Actual red card monster summoned from the extra deck: "Betrayal Summon".
    · Requires the appropriate materials from both fields.
    · Control of the monster switches at the end of every turn and is unaffected by stuff like Remove Brainwashing.
    · They have a main effect and a quick effect. The quick effect can be activated by both players, once per turn per player.

  • @Kostas_Dikefalaios
    @Kostas_Dikefalaios 28 วันที่ผ่านมา

    I would make them upgraded versions of main deck monsters. Call it an Evo summon. They would require the monster on the field (face up or face down) and maybe some other cost to be summoned and it would be treated like an additional tribute summon, not a special summon. The materials used would be returned into the main deck. These Evo monsters inheritly cannot be used as material or be tributed for anything else though, also making them immune to Super Poly or Kaijus. Only one Evo summon per turn.
    An example:
    Divine Disciple - Level 10 - LIGHT - Fairy - ATK 1100/DEF 600 •
    3x "Ra's Disciple"
    This card can be treated like 3 monsters for a tribute summon. If this card is Evo Summoned, you can activate this effect: During the End Phase, add 1 DIVINE monster from your deck or GY to the hand. During your opponents turn, you can (Quick Effect): Tribute summon 1 DIVINE monster using this card. If a monster was summoned using this card as tribute it gains the following effects: ● This card is unaffected by effects that would negate its effects, also your opponent cannot respond to any of its effects. Cannot be removed from the field by your opponent in any way except battle. Cannot be flipped face down. Cannot be te taken control of, be tributed or used as material. Other type effects only affect this card until the end of the turn they were used or activated.
    (Egyptian god card support that would grant them their protection effects basically. Ra's disciples restriction on special summoning would be overriden by the Evo mechanic since its treated like an additional tribute summon.)

  • @CorndogCrusader94
    @CorndogCrusader94 6 วันที่ผ่านมา

    I was personally hoping "red" monsters would work in the same fashion as Infernoble Emperor Charles. Basically take an existing monster, pay a cost or meet a summoning condition, then upgrade them by placing the red card from the extra deck over top of them XYZ style. You'd be limited to 1 or 3 per extra deck and they would truly be your boss monsters.
    Example: Have Dark Magician on field with Eternal Soul and/or Dark Magicial Circle present. Upgrade DM to Legendary Spellcaster of the Ancients or something and give a busted effect.

  • @jacksonholder2987
    @jacksonholder2987 6 วันที่ผ่านมา

    And here I thought I was finally going to get an answer as to why one of my cards looked like somebody colored the entire back in red with a permanent marker

  • @darkglass3011
    @darkglass3011 24 วันที่ผ่านมา

    Suggestion: Create a brand new Zone like Cardfight Vanguard's Damage Zone with the following rules:
    1. If a monster would normally go to the Graveyard, you have the option to move the card to this Zone face up. This way, you can't recycle those cards from the grave or banished for the rest of the Duel because they're in another Zone entirely. If you want to recover cards from this Zone, you must use cards that specifically interact with this new Zone.
    2. Cards in this zone can be used as a cost to summon "Red" cards by flipping them face down in this Zone according to the Red Card's requirements. Also, you can activate a Red Card's effects by flipping the required number of Face Down cards in the new Zone face up. This makes it so that there is a natural cap in how many Red Cards you can summon and how many of their effects you can use per turn.

  • @thorzap1374
    @thorzap1374 25 วันที่ผ่านมา

    A bit of a different idea, red cards could function like Deck Masters from early Yugioh. The idea being that, at the start of the duel, the red card is played automatically in its own specific zone. The red card would then have both benefits and downsides for its owner. The red card can't be removed from the field while its in the deck master zone. The red card could also be moved to the main monster zone at any time, however that also removed any protection the card had. If the red card in the monster zone is destroyed (or otherwise removed from the field), the owner loses the duel.

  • @angeloireland576
    @angeloireland576 27 วันที่ผ่านมา

    red monsters, will oprate similar to commanders in magic the gathering. they will start off in a side zone out of the current deck and zone areas, i will call this the Red Line. they will have 2 effects for each card and can be specail summoned at any time by using there Red Line skill. when on the field they can not be sent to the gravyard but in stead when they would be sent to the gravyard they would be moved to the Red Line instead.
    for example.
    Joyiman - When a red eye black dragon would be the target of an ability summon this card to the field then and it is now the target, then flip a coin if heads redirect the ability to a target of your choosing if not it goes though like normal. this can only be done once per turn. when on the field red eyes black dragon gains 500 atk and def and can attack twice a turn. this card can not be used as a sacrifice for the summon of another summon.
    something like that were they have effects that what like that and it would make them something like a mascote for the deck.

  • @joshuadevlin1371
    @joshuadevlin1371 29 วันที่ผ่านมา +1

    I always imagined red cards as a way to address the slowness of old boss Monsters. I would make them the trap equivalent of pendulums (in the sense that they are traps and monsters, no pendulum summon effect). They would be big main deck cards, like god card retrains, but they would also have an imperm style trap effect so that they don't brick up your hand.
    Example: Slither retrain
    Same level, and effect
    Trap effect from hand discard this card from your hand target one monster your opponent controls lower its attack by 2000 and if its attack becomes zero destroy that card.

  • @skullwac
    @skullwac 2 วันที่ผ่านมา +1

    Maybe for the higher level monsters is to pay life points like you have to pay 500 or 1000 for every level past 4 so if you summon a level 5 then you have to pay 500 or 1000 (which ever we go with) to summon and if its a level 6 multiply by 2 ect. that could be a way to balance it

    • @burblebineabbletv
      @burblebineabbletv  วันที่ผ่านมา +1

      I do wonder if Konami would ever make a game mechanic that is dependent on Life Points and what they might do with that

  • @viniciustavaresleite1511
    @viniciustavaresleite1511 16 วันที่ผ่านมา

    For some op effects such as the joeyman, I'd say that adding a "your opponent draws 1 card" type of thing would be enough for the balancing, considering almost every deck runs 10+ handtraps

  • @animemasterdub4732
    @animemasterdub4732 11 วันที่ผ่านมา

    If I had to choose a mechanic for a red card I was thinking of a mechanic called evolution. This mechanic would require only 1 monster already on the field as a requirement for it to be Evolution Summoned. When the evolution monster is summoned the card used as its material is attached to the evolution monster as its soul or soul material. While it the evolution monster has its soul material it has access to its special effect. If an evolution monster would be destroyed by battle or card effect it could send its soul material to the GY instead to keep it on the field. If the player decides not to send the soul material to the GY instead they can special summon the monster used to summon the evolution monster back to the field.

  • @Khalolz
    @Khalolz 24 วันที่ผ่านมา

    When you said "We're going to ignore summoning conditions altogether" I thought of something like conditional cards which automatically play themselves to an available zone when you meet the requirements. For example:
    - Spellcaster monster which summons itself as soon as you have 7+ spell counters on field
    - Dragon monster which automatically summons itself if you pop the opponents entire field
    You could also have continuous spell/trap effects that trigger tihis way:
    - Spell that gives each monster an extra attack if you attack 5+ times in the same turn
    - Fusion Gate style spell which activates if you fuse using 3+ monsters at once
    - Trap that locks opponent's backrow traps if you quick synchro during combat
    Idk how strong or weak these effects would be, I havent played this game in ages, but another game I play has a similar-ish mechanic and I think it'd be a cool way to give decks a new wincon without being too explosive maybe

  • @dubbyplays
    @dubbyplays 7 วันที่ผ่านมา

    Red monsters should include a new mechanic to the game and not just average effects and conditions already seen in thousands of other monsters.
    If Links introduced link arrows and made Zones relevant, Red cards could have effects related to the position of cards in the GY, Deck, Banished, Hand, Extra Deck, Xyz Materials, where the order of such could severely affect the game, i.e.:
    _"If you Red summoned this card: select a card based on the Red value of this card from the top of your deck and add it to the Extra Red Zone (between the Extra Zones or face-down in the Field Zone, you can't set Field Spells if you use this). Then during the next Draw Phase, before the draw swap your hand with the cards face-down in that zone and put those in your hand face-up"._
    Konami must understand that they're running out of originality with card effects and mechanics are always the same just in different flavours and shape. The game needs a breath of fresh air with NEW and UNIQUE mechanics which change the game experience in better. Maybe Red cards could be used to fix modern yugioh problems, such as "being a 2-players solitaire" or "no drawing the out = loss". Maybe one summoning condition could be when opponent has huge advantage such as 3 or more monsters and their summoning can't be negated, like a *Duel Links Skill.* Being sone sort of going 2nd beatsticks. The more aggressive the opponent plays, the easier is to comeback summoning them. This would make people decide better wether to go 1st or 2nd, rather than always picking 1st so you can negate the living sh*t out of your opponent, not allowing him to play at all.
    *Konami, from the deepest of my loyal yugioh-fan heart since childhood:*
    *stop, milking, yugiboomers wallet with nostalgia-bait products and reprints and ACTUALLY add a new ORIGINAL mechanic to the game. 🙏*

  • @lordzaneu6749
    @lordzaneu6749 12 วันที่ผ่านมา

    The fact that you can just summon them makes this absolutely broken you’d have to make them take up a normal summon or have it to where you can only summon them once per turn

  • @britishjack9931
    @britishjack9931 29 วันที่ผ่านมา

    Here's one I made before Links its pretty much if rituals where in the extra deck called RGN (regen), they have grades (white stars) instead of levels.
    Use a spell and use monsters whos combined level equal the grade the monsters used are placed under the monster like Xyz monsters.
    Like fusion it would have a basic spell that summons anything with it but each archtype would have there own unique one.

  • @alphamarigi
    @alphamarigi หลายเดือนก่อน +5

    I think red cards should be Extra Deck Backrow. Red and Green spells would only be able to be activated from the Extra Deck by banishing a Spell from your hand and Red and the normal trap card pinkish purple would be able to be activated from the Extra Deck by Banishing a Trap card from hand on your opponent's turn.
    The Extra Deck maximum would be increased from 15 to 20 but Extra Deck Monsters and Extra Deck Spells and Traps would each have a maximum of 15 forcing players to use both Extra Deck Summoning and Extra Deck backrow activation to get the most out the Extra deck. An Extra Deck Despell, Dust trap Remove Trap would be make floodgates feel less broken because while your opponent would still have to draw the out any backrow could become an out but it would still take time or a card. This can potentially make the least fun cards to deal with actually beneficial to the game rather than a cancer or necessary evil.

    • @thekey0123
      @thekey0123 29 วันที่ผ่านมา

      For this to work, you would need to make a card strong enough to where you would be willing to discard an Imperm, or Droplet since most decks don't really care about spells and traps that don't win them the game, and if a card wins you the game then your encouraged not to get rid of them, even against Backrow decks most people would just side cards like Duster, and if they draw those cards why would they Discard them for an extra deck card that does the same exact thing? And the even bigger issue, Floodgates decks would get a lot more use out of them whether this new mechanic is worth running or not as they would be the ones running Multiple spells and Traps. Like imagine if they release a card that if you Discard a trap, you could negate another trap as an example, a deck with Multiple traps could just Discard the one they need the least and Negate a card like Red Reboot, or a duster in the case of ones that negates spells.
      And unlike other spells and traps that simply negate once and don't see play anymore like the Solumn cards these decks would actually be incentivesed to run these cards as they would be a free way to out their outs without needing to waste a main deck slot on a card that doesn't progress their gamestate.

    • @alphamarigi
      @alphamarigi 29 วันที่ผ่านมา

      @@thekey0123 spells and traps would in general become more powerful because they can be used as cost for the extra deck toolbox meaning they all have more versatility. You can say that imperm or droplet are more powerful than the cards they are being used as cost for but if you need something you need something else

    • @thekey0123
      @thekey0123 29 วันที่ผ่านมา

      @alphamarigi Yes, but the decks that would get the most use out of it would be the ones who run more spells and traps, which in turn would be the Floodgate decks. Unless Konami explicitly went out of their way to avoid printing any Negates or Searches for this new subtype, then you would beasiacly be letting Floodgates not only have free options against their outs, but also ways to search cards they need to do things they need since you would need to make spells and traps Searchable to make them usable in none Floodgate decks which would only make Floodgate decks more powerful, and I could easily see a teir Zero format with a floodgate deck if that were the case.

    • @alphamarigi
      @alphamarigi 29 วันที่ผ่านมา

      @@thekey0123 a red trap cannot negate a red trap because red traps can only be used on your opponent's turn

    • @thekey0123
      @thekey0123 29 วันที่ผ่านมา

      @alphamarigi so it's even more powerful? Remember you activate it in response to your oponents destruction abilities, so you can just save it for when your opponent uses a duster or red reboot and negates that without any possible counters.
      You are literally making a mechanic that makes Floodgates unstoppable.

  • @beuh0623
    @beuh0623 24 วันที่ผ่านมา

    Maybe these red cards can have a sort of red rating where in order to summon them, you have to send cards from face up on your field or from your hand to the GY equal to the red rating in order to perform the red summon. That and having red summons be hard once per turns by game rules or even once per duel depending on how good Konami wants to make them

  • @Oros-LordofCinders
    @Oros-LordofCinders 29 วันที่ผ่านมา +1

    RED Summoning would be nice if it worked like Dimension summoning from the movie, monsters in the extra deck with ?/? stats, you're allowed to summon one REd monster per turn, and you pay LP in multiple of 100s -500s to give the Red monsters stats. Certain monsters could function like the Armed Dragon level 10 where depending on the amount of LP used to summon it, gives it a variety of effects.

  • @infernape100
    @infernape100 24 วันที่ผ่านมา

    I would say each red monster has some type of restriction that is wide enough that it doesn't make you play a junky broken deck but still needing to do some stuff. However, most red cards would be to assist another deck type, thus making the player have to build a deck centered around that deck.

  • @richardstamm2144
    @richardstamm2144 27 วันที่ผ่านมา

    This sounds like it fills the same niche as one I've been thinking of for a while. Access for key cards without being too broken. I was thinking of it as an Ace deck, where you could add any main deck card, up to a total of (1-5?). Your main deck cannot contain any cards with the original name of a card in your Ace deck, and each card in the Ace deck is considered to be a 1 of. During your turn, you could treat one card in your Ace deck as if it was in your hand.
    The purpose was very similar, where this was meant to be reliable access to the most important combo starter cards, and where it inherently is compatible with all existing archetypes without needing to print off a bunch of new support. I think if you do have Red cards, you'd want them to be inherently 1 of combo starters that can set up hand, field, or graveyard rather than having it be an end piece. The other way I could see them being used is in-archetype protection to prevent older archetypes from getting their already limited lines from getting easily shut down by a single negate. Last, I think you'd want to prevent Red monsters from being used as material for any other extra deck monsters. Maybe you could take the extra step and treat them similar to a magic card, where it simply fires off its effect and goes away.

  • @MightySuki
    @MightySuki 27 วันที่ผ่านมา +2

    "Red" cards should not be Monsters or Spell or Traps, they should be new type of cards.

    • @burblebineabbletv
      @burblebineabbletv  27 วันที่ผ่านมา +1

      I'd be interested to see what Konami would do if they created an entirely new card type, but unfortunately, I see that being the absolute least likely option.

    • @MightySuki
      @MightySuki 27 วันที่ผ่านมา +2

      @@burblebineabbletv Imagen those new cards be something like Valon's cards in the anime. Something that would be played "on player" something that ourruns "the normal layer of play".
      Valon in the anime played armor monsters to add to him self, but these cards could be something to protect LP like in heart stone shild does, or can use players LP as some king of attack or something like that.

    • @Mikewee777
      @Mikewee777 23 วันที่ผ่านมา

      I like that idea. It is like the opposite of a Orichalcos trap monster. Instead of increasing stats or infinite field cards , these are cards with diminishing returns on each turn.

  • @SylvesterAshcroft88
    @SylvesterAshcroft88 29 วันที่ผ่านมา

    Red could be monsters that can only be summoned if certain requirements are met, but they can be summoned without activating certain effects, if not all requirements are met, similar to gemini monsters, as gemini feels like a failed archtype which could work with some tweaking. It could also be called something like Inferno, or Crimson monsters and do scaling burn damage when summoned, with it being offset by the number of spell/ trap cards on either side of the field, acting as a way to equalise both player's lifepoints, but with massive tradeoffs, like no special summons during this turn etc. It definitely does feel like red should be used as an archtype for burn damage specifically, or field control effects, similar to how you can block certain columns with link monsters.

  • @trigomathmancer9217
    @trigomathmancer9217 23 วันที่ผ่านมา

    Red spells, normal spell cards that you can put on your extra deck, to activate them you reveal them first by placing them face up on top of your ED, pay the cost and send them directly to the GY after resolving, note that they would be exclusively normal spells, no QPs.

  • @THEPHENOMONALJORDAN
    @THEPHENOMONALJORDAN 29 วันที่ผ่านมา

    My concept for RED card would be called lifeblood cards. They would all be limited so only 1 copy of each, you can only summon 1 per turn and to summon them you need to spend a lifeblood token, a new resource you would have 3 of each duel. However you can ALSO use lifeblood tokens to prevent your lifepoints dropping to zero, so it would be a potential risk reward using them

  • @kuribohner7680
    @kuribohner7680 28 วันที่ผ่านมา

    The Red Monster cards that I would introduce would actually be main deck monsters that required sending cards with different extra deck types (Fusion/Synchro/Xyz/Pendulum/Link) to the graveyard face down whose combined levels/ranks/link ratings are equal to the level of the red monster card you will be summoning from your hand. I would call these red boarded monsters, Cross Monsters.

  • @Shadowzdota
    @Shadowzdota 29 วันที่ผ่านมา

    My idea is something akin to a maximum summon, the main monster will be in the ED, summoning condition, must have at least one or more monster in this cards requirement on the field or in hand. Summon this card to the center monster zone then place the required cards onto an empty monster zone. If there are none, the piece may not be placed. All pieces and the main monster are treated as a single monster, if the main monster or any pieces are removed from the board send all pieces and the main monster to the graveyard. No other monster may be summoned on an occupied monster zone. The main monster gains effects depending on how many pieces are on the board.

  • @zbishop_1
    @zbishop_1 วันที่ผ่านมา

    I would decide that the LEVEL of a RED monster is the number of extra deck spaces it needs.
    Example:
    If Joey man is lv3 you can only have up to 12 cards in your extra deck, because of its level, Joey man requires 3 extra deck spaces.
    Of course, a RED tuner monster will require an extra space.
    A LV1 TUNER RED monster will require 2 extra deck monster spaces. You'll be only able to have up to 13 monsters in your extra deck.
    IDEAS:
    - You can only RED summon once per turn and you can only control 1 RED MONSTER at a time. it means you cannot revive a red monster while you control another one.
    - If your opponent controls a RED monster, you can summon a RED monster in either's players turn. because all their effects are going to be quick effects.

  • @JazzyKitsune69
    @JazzyKitsune69 23 วันที่ผ่านมา

    Cyber Fury Dragon-lvl 4
    1600 atk 2100 defense
    When this card is special summoned from the extra deck add one spell/trap card that targets cyber dragon from your deck to your hand,when on field or gy this card is treated as cyber dragon.

  • @chaoticblackstallion7309
    @chaoticblackstallion7309 27 วันที่ผ่านมา

    I really like Because, as long as we're careful with it, it wouldn't destroy.
    The game, if we just made to wear red monster, search as free starters, so if you're appointed sets up a board of negates, you have a way to play out of that.
    Which will deal with the biggest problems

  • @emobassist
    @emobassist 28 วันที่ผ่านมา +1

    I would make the restriction that red cards can only be summoned to the extra monster zone and only if a link monster points to a main monster zone can you expand to it.
    Also I’d make them have synergy with link monsters

  • @redrogueart8697
    @redrogueart8697 24 วันที่ผ่านมา

    I always imagined a "red" monster existing in the main deck and sorta acting as a median. The player would have the option to "red" summon from their hand or deck whenever they meet the criteria but the "red" monsters would also be summonable from the hand as normal monsters with no effect mainly to avoid the biggest problem facing ritual monsters. The gimmick could be dual typing or something I guess.

  • @Rose-85
    @Rose-85 26 วันที่ผ่านมา

    i like making up fanmade archetypes but for a whole new summoning mechanic i feel would be pretty hard, atleast for me since a lot of the ones we have already cover so many ideas, and adding a new universal mechanic like that in a game like yugioh is practically playing with fire with how easily things can spiral out of control

  • @gbaladik
    @gbaladik 28 วันที่ผ่านมา

    For Summoning mechanic it could be a kind of Type Summoning with X Level, meaning you need to tribute two or more same type monster (2Dark or 3 Fire etc. but it's need to be minimum two monster) and their Level (X Level) would be the combined level of the tributed monsters.
    Or an other idea: you can tribute them and with that you can negate an attack which is lower or same than the def of the tributed monster.

  • @pischk1
    @pischk1 28 วันที่ผ่านมา

    Me personally I think it would be good for a normal summon like mechanic but instead if a tribute summon you have to discard or banish a card from your hand equal to the monsters required tributes plus one extra for level 4 or lowers so say u have a level 8 it would require 3 cards to summon it and the rest is kinda self explained but you should be only able to summon one per turn or duel until the first one is destroyed

  • @Jips907
    @Jips907 26 วันที่ผ่านมา

    New idea:
    To summon a Red monster, you need any monster on your field. Using a RED summoning spell/Trap or monster effect allows you to stack a RED monster on top of your current monster card.
    Perks:
    Red monsters only have attack points(Although you play them as if they were in def position because of the design) and cannot be placed face down.
    You take no battle damage during "Your" battlephase involving your Red monster.
    They also have a requirement effect before their other effects.

  • @OGITHEMAN
    @OGITHEMAN 24 วันที่ผ่านมา

    I was actually thinking about red extra deck monsters for a very long time, here is my idea:
    They're called "Merge monsters". They are summoned the same way as fusion monsters, but using no spell card, so you just have to send the two specified monsters from your hand and/or field to the GY. They have their exclusive new effects, called "merge effect". Merge effects are written in a new textbox (similar to pendulum textbox) and cannot be negated or responded to at all. There are also "Emperor Merge" monsters and "Emperor Merge Summon" similar to chaos XYZ summon, where to merge summon an emperor merge mosnter, you have to send the speciefied merge monster and 5 cards from your hand to the GY (example: to summon "Emperor Shining-Eyes White Dragon" you have to destroy "Shining-Eyes White Dragon" and 5 cards from your hand.
    Thoughts?

  • @walterlopez5054
    @walterlopez5054 25 วันที่ผ่านมา

    i'd limit red summons to one per turn.
    as for how they'd work: each time your opponent negates or destroys one of your cards during your turn, you the player gain 1 red counter. at any point during your turn you can trade in red counters for a red monster with levels equal to your red counters. red counters disappear at the end phase.
    the more times your opponent interrupts you, the bigger the red monster you can RAGE SUMMON!

  • @gustavolapatata4627
    @gustavolapatata4627 29 วันที่ผ่านมา

    Here's how i would make this new type of summoning: First of all, these red cards i would call them Evolution cards and stay in the extra deck, and make them require only 1 specific name of a monster you send from your field to the GY to be summoned. Each player can only control 1 evolution monster, and also i would do something like the pendulum zone and have the central monster zone an hybrid of both. You can summon other type of monsters there but a evolution monster has to go in the new zone, same if it's summoned from the gy, it cannot be anywhere else. Can only summon one evolution monster per turn, also they can only be used for another evolution summon OR a tribute summon. They could possess a different type of level, called "EV" with a max of 3, that they can evolve into. For example, a blue eyes white dragon could be used for a Evolution monster that required it to be summoned, then those monster would have "EV. 1", then with that monster you can summon the "EV. 2", and after that the "EV. 3", which is the peak. If the evolution monster would be destroyed, the monster would be always sent to the extra deck, kinda like pendulums, and special summon the precedent EV from the GY or extra deck as a mechanic, so no effect is involved. The idea here is, you have each EV from 1 to 3 in the extra deck for the specific monster you want to evolve, have them in 1 zone, the middle, and every turn they can evolve further, or devolve into a lesser EV, if they would be destroyed.

  • @christopherhodges7607
    @christopherhodges7607 8 วันที่ผ่านมา

    I would say for a red card you have to pay life points to summon them, then when the red card leaves the field, you either recover the same amount of life points, desl it as burn damage, or add it as an attack increase to another .onster for the turn

  • @user-jh4mw4kj3j
    @user-jh4mw4kj3j 27 วันที่ผ่านมา

    One red per side of the field and you can return one red monster to the extra deck to summon another (quick effect)

  • @clintwoods9995
    @clintwoods9995 23 วันที่ผ่านมา

    You can only red summon a monster as a special summon, and only if a, monster with the same level is on your field. 5 and up requires at least 2 monsters whose levels equal the red summon monster. Level 2 + level 6 summons level 8, and you can only red summon once per turn

  • @kevenblackworks1906
    @kevenblackworks1906 29 วันที่ผ่านมา

    I did design Red Cards at one point. However they were not monsters, but its own unique category of cards. So Bear with me as this is a long one.
    Alchemical Cards:
    1. Alchemical cards are akin to Spell cards, but they go in the Extra Deck rather than your Main Deck.
    2. To activate an alchemical card, you must banish its Crafting Materials from your hand, field or GY face-down. These process is called crafting.
    3. A crafting material can be anything (a monster, a spell or a trap card).
    4. Alchemical cards cannot be crafted during your opponents turns, nor can be crafted as part of a chain (unless theres card effect that allows you to do so).
    5. An Alchemical card is not a spell card nor a trap card nor a monster card. This means a card like Solemn Judgement cannot negate it. However, a card like Shooting Quasar Dragon can negate it.
    6. Here is an example of an Alchemical card.
    Pot of Rubedo
    Material: 2 "Pot" Normal Spells with different names
    Effect: Draw 2 cards.
    The Servants Priced Skull
    Materials: "Skull Servant" + 1 Zombie monster
    Effect: Special Summon 1 level 1 Zombie monster from your Deck.

    • @dudono1744
      @dudono1744 29 วันที่ผ่านมา

      That could be a cool concept.

  • @revolesto4151
    @revolesto4151 13 วันที่ผ่านมา

    How about this: if you summon a RED monster, after that monster leaves the field, the monster slot it was on in the field is no longer usable. In other words: you only have 4 monster slots for the remainder of the duel. You can only summon one RED monster per turn and counts toward your normal summon (usually).
    Maybe an idea for an effect on one of these monsters could be similar to Lava Golem, where you give your opponent a strong monster, giving you the opportunity to possibly permanently remove one of their monster slots later.

  • @RhysGamingPro
    @RhysGamingPro 7 วันที่ผ่านมา

    What Red card could I create? I screenshot the description to construct one and "I'll be back", but in addition to the main deck, I constantly think about the monster/trap hybrid, and theories since Pendulums existed over 10 years ago now. If I add Yugioh based content on my channel, I may reveal it.

  • @Zero2HeroX
    @Zero2HeroX 25 วันที่ผ่านมา

    Maybe you could have it so that red monsters have something like a "red rating" where it has a number that signifies how many turns need to pass before you can red summon it, like a red monster witg a rating of 3 can only be summoned after turn 3 or something like that

  • @Wolf_Lord
    @Wolf_Lord 24 วันที่ผ่านมา

    Well i was thinking abt extradeck spells= magics, and ex traps= storms.
    They require to send spells and traps of the same types ( continuous, quick, normal, field or equip) to activate, the number depends on their "power" which is just spelltrap lvl, and each whould have an additional effect: quick magic: can be activated from hand
    Equip magic: can be equipped to every suitable monster, but there can only be 1 equip magic on the field
    Field magic: applies a small negative effect to the opponent
    Normal magic/ storm: enters the "extra spelltrap zone after used and can be activated again in a different turn
    Continuous magic/storm: each turn it requires 2 times to get destroyed by the opponent
    Counter storm: negates 1 effect in the chain of your choice if you wish to
    Ritual magic : let me know if anyone has ideas

  • @nimisisblademedia866
    @nimisisblademedia866 6 วันที่ผ่านมา

    I like your ideas especially balanceing to a once per turn mechanic. My idea is to have a mechanic that's tide to the opponenta actions in some way. The harder they go the more you can do on your turn with trap cards being somewhat less valuable to gain from as to give traps more reason to be ran.

  • @GaussianEntity
    @GaussianEntity 22 วันที่ผ่านมา

    Using the idea that red monsters should not require a summon, let's define the summoning conditions this way. (I'm going to base them off of Links since they have a bit of a balance mechanic in that Links can't normally be used for other summons due to the fact that they don't have levels.)
    To Red Summon a Red monster, you must banish face-down cards from your hand equal to the rating (let's call it Red rating) of the monster. Reveal the card being used for material, then banish it face-down and place the Red monster in the EMZ. Red monsters may also ask for specific materials (example, 1 Monster + 1 Spell). Only cards in the hand may be used (unless otherwise specified).

  • @CAMnami
    @CAMnami 23 วันที่ผ่านมา

    I think we can learn from pokemon in a way and have red being a "burst" summoning mechanic in which you have one monster than maybe play a certain card to play a stronger version of that monster

  • @nicholasfarrell5981
    @nicholasfarrell5981 29 วันที่ผ่านมา

    Also, I did have an (obviously unbalanced) idea for red Extra Deck monsters called "Vortex Monsters" for a fanfiction that I wanted to write. They could summon themselves by banishing materials with the same total level from the GY, and even with some stricter rules about what cards could be used as material it was obvious that the cards would be incredibly easy to summon IRL.

  • @BYERE
    @BYERE 4 วันที่ผ่านมา

    Getting to just throw out something like that RED Slifer, totally free of charge, AND getting to summon other things in the same turn, just seems far too broken to me.
    Regarding that Slifer in particular, the whole thing of "Slifer cannot be sent to the graveyard" is PAINFULLY broken as a perm effect. I would nerf it so you have to banish the RED Slifer from the grave to stop it happening once, and make that effect a hard once-per-turn effect.
    As for summoning mechanics for REDs, if you're not going to have any form of payment for summoning them (outside of the drawback of losing extra deck space), then I'd say abolish the ability to summon them manually altogether! Make it so they can only be summoned under certain circumstances, like when specific actions are made... eg the opponent destroys a monster you control by card effect... and have the RED monsters have effects based on that.
    For example: Opponent uses a card effect to banish one of your monsters, so you get to RED summon out a monster that stops all monsters you control from being targetted by card effects for the rest of the turn, or one that cannot be destroyed by battle, etc.
    Basically, make them Extra Deck counter-cards, allowing the player to react to situations rather than trying to forcefully summon them out. It would make going second a slightly less detrimental handicap.

  • @randymarshislorde
    @randymarshislorde 29 วันที่ผ่านมา

    I legit thought you were talking about that version of Slifer that had the red tinted back. I still have all 3 of them from that set, the blue back on Obelisk is downright sexy

  • @josephrasgado1782
    @josephrasgado1782 13 วันที่ผ่านมา

    In order to red summon you have to pay life points equal to the attack points of the monster that you're trying to summon.

  • @Alexis_Sousa
    @Alexis_Sousa 13 วันที่ผ่านมา

    I would create Pendulum monsters where it would be half monsters and half traps.
    They had to be previously set and wait a turn in order to activate their Trap effect, and once activated and their effect resolved they would maintain themselves on the field just like pendulum monsters do in their Pendulum Zone, but instead of being treated as spells it would be traps (so, Continous Traps)
    and as an added bonus would be at any time during the opponent's Main Phase, if at least one of your Pendulum scales is a Trap Pendulum monster, then you can Pendulum summon in the opponent's turn as well (this is simply because you most likely were not able to perform a Pendulum Summon on your turn since at least one of them was face-down as a trap)

  • @ALLORD-kf9yn
    @ALLORD-kf9yn 26 วันที่ผ่านมา

    Having these specific to the arch type would be amazing.

  • @freakyfrosty4277
    @freakyfrosty4277 29 วันที่ผ่านมา

    I'm thinking quick effect summon. You can summon it either by meeting its summoning requirements, or you can quick summon it to the field but it is unable to attack, and once your turn is over it goes back into the extra deck and you can only quick summon that monster once per duel, however you can still special summon the monster if you meet its summoning requirements. The point of quick summoning would be to use that monsters effect in the moment it is quick summoned. Idk i'm just pulling stuff out my butt.

  • @angelgorm8230
    @angelgorm8230 26 วันที่ผ่านมา

    What if there're no level restrictions and you could only perform a red summon once per Duel? There could also be main deck and other extra deck cards that get released alongside the red cards that would allow a player to circumvent this restriction at some cost.