Stark/Scenario

*(Notes: Headers are added on top of one another. The most recent header is therefore the one the highest up.)*

## Health

* All units have 1 "health" by default.
* This represents that they will be destroyed after being dealt 1 ATK's worth of damage.
* This is the case for any unit without materials.

* Units can have +1, +2, or any **plus health** as a *property*.
* This is an "effect" that activates when the unit is summoned normally, from the hand.
* For each plus health, a "**Health Token**" is created and added to the unit.
* This means that even non-effect units can have healths beyond 1, as this is a property that can be applied to any unit even regardless of negations.
* This also has the implication that units that are "cheated out" only have 1 hit point.

* When a unit is dealt damage, for each ATK point dealt a material can be destroyed in its stead.
* Some materials have effects that restricts their usage as damage redirects.

* Regardless, when an attack connects the attacker's ATK is immediately dealt as Life damage, before any health damage is calculated.

## Scenario: Latest Designs

* Designs:
	1. All cards can be un/primed during the Priming Phase, which occurs immediately after the Draw Phase.
		+ Primed cards cannot be cast normally during that turn.
		+ Effects that are enabled while primed, of primed cards, can be used at any time a ⏸️ is denoted in a card's text.
		+ Certain primed cards denote that they cannot be used during the player's turn, otherwise they can.
	2. All cards can be cast/played.
		+ "On Cast/Activation/Play" is the first trigger, that all cards that are played from the hand are subject to.
		+ *Then*, if the effects resolve, the player can choose to Summon them.
	3. All/Most cards can be summoned.
		+ Even if more non-unit cards are used only for their "On Activation" effect(s), they still can be Summoned.
		+ This is how *Stark* handles Continuous cards.
	4. Summon Slots denote how many units can be normal summoned.
		+ 1 is added each turn, and the player starts with 1.
		+ After a card has been activated, the player has a chance to summon it.
	5. Cards cannot be summoned "on top" of another.
		+ This would allow for too many "On Summon" effects, which are supposed to be rare.
	6. All cards can be added as Material to any other Summoned card.
		+ After the "On Activation" has resolved, the card can be added to a summoned card as material.
		+ Dragging the card from the hand to another card on the field, is a shortcut to add as material after "On Activation" has resolved.

* Normal Summon, in contrast to Summon-on-Top, doesn't give the unit any sort of protection.
* For Boss Monsters, where this is very important, they often have difficult to achieve Summon-on-Top conditions.

* Normal Summon of Boss Mon:
	1. Tyga's turn.
		1. Tyga's field doesn't contain any monsters.
		2. Tyga is forced to Normal Summon "Tyrant Dragon" to defend himself.
		3. At that moment, Emil activates "Final Strike"; dealing 1 damage and destroying "Tyrant Dragon" at the cost of discarding.
		4. Tyga loses after this blow...

* Summon-on-Top of Boss Mon:
	1. Tyga's turn.
		1. Tyga's field contains 1 "Tyrant" units.
		2. Tyga plays "Tyrant Dragon" and activates its Summon ability.
			1. The "Tyrant" unit are placed below "Tyrant Dragon", who is summoned-on-top.
		3. At that moment, Emil activates "Final Strike"; dealing 1 damage to "Tyrant Dragon" at the cost of discarding.
		4. Tyga, however, can simply destroy one of its materials to survive.
		5. Tyga wins after this...

"Friend-Shaped" Deck.

1. Franc's turn.
	* Franc has 3 cards in-hand.
	1. Draw Phase.
		* Franc draws "Friend-Shaped Gator".
	2. Priming Phase.
		* Franc primes "Pal Place".
	3. Play Phase.
		* Franc plays "Friend-Shaped Lemone".
			+ "Lemone" On Activation: Flip up a random "Friend-Shaped" card in Franc's Deck.
			+ "Friend-Shaped Sky Serpent" is flipped up.
		* Franc summons "Lemone".
			+ "Lemone" On Summon: Add a random flipped-up "Friend-Shaped" card in Franc's Deck, to his hand.
			+ "Friend-Shaped Sky Serpent" is added to the hand.
		* Franc plays "Friend Magnet".
			+ "Friend Magnet" On Activation: Special Summon a "Friend-Shaped" card from the hand, if all cards on the field are "Friend-Shaped" cards.
				- Franc plays "Friend-Shaped Sky Serpent" from the hand.
				- "Sky Serpent" On Activation: n/a
				- "Sky Serpent" On Summon: draw 1 card (if any).
			+ Franc decides what to do with "Friend Magnet".
			+ Franc decides to add it as material to "Sky Serpent".

* "Binon" Deck – Relying on 2-card combinations. All units can be summoned on top of other "Binon" cards.

* Billy's turn.
	+ Billy summons "Binon Ember" from his hand.
	+ Billy summons "Binon Droplet" from his hand, on top of "Ember" (1+ "Binon" unit(s)).
	+ "Droplet"'s effects are enabled, since its only "Binon" material is "Ember".
	+ "Droplet" destroys all FIRE units in both players' hands.

* "Bons" Deck – The main card is "Bons", whose on-field effects rely on getting "Costume" units. "Costume" units have cast effects that search out "Bons" if not available, otherwise their effects activate when on the field with "Bons" or material to it.

*Google: Elemental HERO design*
* "Exiled HERO" Deck.
	+ (Exiled homosexual units)

* + Vlad's turn.
		- Vlad destroys "Exiled HERO Heat" with his "Abysswalker Decrepit".
		- Egil activates his primed "Exiled HERO Rescue", Special Summoning it.
	+ Egil's turn.
		- Since an "Exiled HERO" was destroyed last turn, Egil can summon "Exiled HERO Runner" from his hand.
		- Egil activates the face-up "Exiled HERO Valiant" in his Deck, whose effect allows it to be Special Summoned using 2 "Exiled HERO" units as materials.

* + Vlad activates "Touch of the Abyss", targeting a unit to be destroyed during the End Phase.
	+ However, Egil tributes "Exiled HERO Idol" with its effect; until the next turn, "HERO" monsters cannot be destroyed by effects.

*Google: Pokemon Armor (Jack Burke)*
* ”Exiled ARMOR” Deck.
	+ (Exiled homosexual knights in armor)

## Most things are Instant/Quick-Speed?

* By default, during their own turn, the player can activate almost any effect as a "chain".
* Allows for fun experimentation.
* Of course, the opponent's primed cards can be activated as well.
* Basically, make the chain rules of *Yu-Gi-Oh!* as lax as possible.
* Unless the cards specify otherwise, of course.

## Auto-Chain

* Ripped off from *Magic the Gathering Arena*.
* All cards, when played or activated, cause a chain of 1.
* Visible in order, on the right side of the screen.
* This makes it easy to visualize responses.

## Consecutive "Summon-on-Top" effects

* There is no limit to summoning on top.

* On the field:
	+ "Exil Apprentice Magician" 1
	+ "Exil Striker" 1

* In the hand:
	+ "Exil Synergist" 1 – 1 unit
	+ "Exil Assault" 2 – 2 units

* Summon:
	1. "Exil Synergist" 1 > "Exil Apprentice Magician" 1 → "Exil Synergist" 2
	2. "Exil Assault" 2 > "Exil Striker" 1 + "Exil Synergist" 2 → "Exil Assault" 5

## Moving across the Level Ring = Summoning

↑↗→↘↓↙←↖
* "I move across the level ring!"

* Simplified level ring movement, unless specified.

* Also, any numeric should be directly tied to **rank**, and not ring position.
* The player just selects 1 of the positions as the *starting point*.
* The rank, i.e. how many materials a card has, should be responsible for the moving pattern.

* This has the added bonus of making cards with high rank *more generic* to be used to summon other cards.
* Archetypes will already be able to summon-on-top most cards from their hand as they will most likely match.
* But with more spaces to move, they can add non-archetype cards as well.

### Summon Line

* The line(s) that describe how that unit can be summoned-on-top.
* For most, this is a:
	+ Any units on the field, who meet `x` requirement.
* And this requirement is **mostly**:
	+ Match the level of this card.

* So.
* If the player requires → units to be used as materials.
* And the player has 2 such units on the field.
* The can simply stack all such on the field, and then the card to be summoned.

### Summoning without having to adjust

* Most archetypes have their units adjacent to one another.
* If they are the same level, most of the time one does not have to perform extra steps.

1. "Friend-Shaped Bons" →
2+ Rank-2+ →
In the hand.
2. "Friend-Shaped Liger" → ①
3. "Friend-Shaped Maraca" → ①

* The player stacks "Bons" on top of "Liger" and "Maraca".

### "Synchro Summoning" = Combining Levels to reach a destination point

Jura②↑ ①+

1. "Abyss Dragon Jura" ↑
In the hand.

* "I move across the level ring!"

1. "Abyss Specter" ← ①
2. "Abyss Bat" ↙ ②

* The player selects "Specter" to start with, at ←.
* They move 2 positions using "Bat"'s RANK-2.
* They arrive at "Jura"'s ↑, summoning it by stacking "Specter" and "Bat".

### "XYZ Summoning" = Altering current Levels, to 1+ monsters can match 1 point

* Matching 1 Level to summon, with 1+ units, is a given.
* However, it would be interesting to utilize **Rank** to be able to alter the unit's levels before such a Summon.
* *Probably* one should require other units to align the Levels? With only 1 unit on the field one should still be able to summon, but not readjust.

1. "Abyss Chained" ↓
In the hand.

* "I align levels!"

1. "Abyss Slayer" ← ①
2. "Abyss Menace" ↙ ①

* The players aligns "Abyss Menace"'s level 1 steps down, using "Slayer"'s Rank, matching "Chained"'s ↓, summoning it by stacking "Menace".

## Summoning regarding the Level Ring

1. "Exil Knight-Commander"
2+ ⊙ 7–8

* This reads as: "The center of the levels of 2 or more units, placing at level 7 or 8.

1. "Exil Barrage"
2+ ☆ 3+

* This reads as: "Combining 2 or more units together, to reach a level of 3 or higher."

1. "Exil Assailant"
→ 3+

* This reads at: "Combining levels together, to reach a distance of 3 or higher."

1. "Exil Apprentice Magician"
⟳ 2+

* This reads as: "Combining levels together, clockwise, to reach node 2 or later."
* A node 8 and a node 1 are only 1 level apart, mind you.
* So you take the distance between 8 and 1, which is 1, and add "steps" to the rightmost node.
* As long as it reaches 2 or after, it can be summoned.

* Pending:
	1. + No numbers.
		+ Instead, weak monsters are low on the ring.
		+ While strong are on top.
		+ The summoning method is resposible for how strong monsters use other strong monsters to summon themselves.
	2. + Alternatively.
		+ Have a "height" on the ring that represent a number.
		+ But this would mean left and right have the *same* number, but are treated differently... hmm...

## Level Ring completely separate from Rank

* All units have a place on the level ring, *and* a Rank.
* Level ring is flavor, as well as acting as the requirements to summon from the hand.
* Moving across the ring is done by taking steps equal to the card's Rank.

* Some summons use the same level ring position.
* It would be interesting if the player was allowed to "move" the ring first to align with the same position?

## Instead of Levels being a line, have a ring?

* While multiple options for having a level is a good thing.
* There is no need for it to be linear, is there?
* In fact, having a ring can open up other combinations, such as the center of two points combined, or moving either clockwise or counter-clockwise.

## "Player Status" and Resources

* The player can already be inflicted with status effects.

* This could be used to create resource systems.

* "Coin Card"
	+ Create 1 coin resource.
	+ Essentially a status for the player with an integer.
* "Spend"
	+ Remove 1 coin resource.
	+ Deal 1 damage.

## Large Range Flavor "Number"

* So where *Yu-Gi-Oh!* has levels, *Stark* could use something different.
* Point is that when the range is large for this flavor attribute, almost all units within it can be a different one.
* In *Yu-Gi-Oh!* this is often used to separate non-XYZ archetypes from XYZ archetypes.
* If they have a monsters where most/none are of the same level, they are clearly not intended for XYZ.
* On the other hand, some archetypes use monsters almost *exclusively* of the same 1 level, clearly a XYZ archetype.

* *Stark* could do this with rainbow colors, lol.
	+ Red: 1
	+ Orange: 2
	+ Yellow: 3
	+ Etc.
* Evil Man: 2 Red monsters
* Megalith: 3 monsters of the same color
* Darknessius: 2+ Monsters whose combined level equals 8.
* Ritualister: Monsters whose combined level equals or exceeds 4.

## Number of attacks = Summon Slots

* To easily limit both number of attacks and special summoning.

## "Skill" cards Balancing: Deck vs. Hand

* So, we do not want cards to be "dead" in the hand.
* Therefore, cards that start the Duel face-up in-Deck should only have the extremest conditions *in the Deck*.
* (These in-Deck effects are usually only to be added to the hand, not to be activated from the Deck, though there are of course those cards as well for diversity's sake.)
* But while in the hand, they may still have *some* restrictions on their activation, but for sure not as bad as the in-Deck version.

1. HERO Signal
				* A "HERO" monster was destroyed by battle last turn.
				* You have the lowest Life.
				* You have the lowest card economy.
			- Discard 1 card; add this card to your hand.
				* A "HERO" monster is in your GY.
			- Special Summon a "HERO" from your Deck.

## "Summon on Top" is still considered a cast ability aka Summon Ability

* Sidenote:
	1. Summoning on top to increase the number of materials is the core focus of the game.
	2. Also, reducing the number of played unit at a time, to reduce clutter.

* A **Summon ability** allows a card to be Summoned on top, but may also have other effects.
* Because, it may not be that simple.
* It can require other steps to be taken.

* Say we want to summon on top of materials that exist on another card.
* This would be the effect of a "Spell" card, not just a regular summon.
* This is how they are intended to be activated, anyway.

## Health and Stamina as generated entities, separate from "Material Count"

* On summon, many units generate Health and Stamina.
* Also, some units can be used as Health and Stamina while material.
* But Health and Stamina are not materials in the same sense.

* Importantly, materials are transferred over to units summoned on top, whereas health and stamina are not.
* (Side note, a unit is no longer punished with health damage when summoned on top. This was an earlier design due to summoning on top always being available, whereas now this is no longer desired.)

## "Summon Line" Responsible for the Rank stat

* All units are able to *have* a summon line, that enables them to be summoned "on top" of unit(s), assuming their conditions are met.
* The *minimum* amount of units required to be summoned on top, determines the **Rank** stat.
* If there are more than one way of "summoning on top", the one that is considered the **normal** method is the one considered.
	+ This includes if there are ways in the card's effect(s) that would allow it to be summoned.
* So, effects that would "cheat" the card out easier, may not be the representative of the Rank stat.
	+ Could also dynamically change the Rank upon summon with a "cheat" effect.

## "Summon on Top" able for all units

* "Summoning on top of another unit" has been done away with in the latest designs.
* However, summoning from the Deck almost requires this.
* This can be done with an effect, but can also be simplified by a single line, aka Yu-Gi-Oh!
* The more things that can be simplified as "properties" with 1 value, the better.
* Effects can then elaborate upon this, but the properties represent the **normal** values.

* So, these can apply to any unit, but if they don't the line is empty and not written out.
* They also work from the hand, and certain effects can proc them from the GY.

* This is what allows units to become stronger when using each other, the core gameplay feature.

* As long as the conditions apply, the player can Summon-on-Top, activating the On-Summon effects as much as they want, something otherwise not possible.

1. "Exiled HERO Wavewalker".
	* Can be Summoned on top of 1 WATER unit OR 1 "HERO" unit.

## "While Material" Checklist Properties

* Cards, while used as material, can be used as health, stamina, and to increase the unit's level.
* But not *always*.
* To represent if this is possible for the card while material, a simple icon is displayed on the bottom of the card.
* This follows the "do not mention unless applied" principle, so only if a unit **can** be used as health does it have an icon, by default it does not.

* If the card is only able to be used for these circumstances within its archetype or with restrictions, the icon can be modified to represent this?
* i.e. not completely representing a "yes" answer, or a checked box.

* Pending:
	+ The "increase level" property is able to be a non-boolean property.
	+ i.e. wether to increase level by 1, a larger amount, or by the target's own level.
	+ This uses the same logic as the "the **least** amount of materials required to bring this card out **normally**" property.

## Material as Level, Level enables effects

* The idea is that having more materials almost always makes a unit stronger.
* In the passive sense, a tangible reason for this hasn't been nailed.

* What if materials, of which this is applicable, increase the units **level**.
* The level is then directly responsible for which effects are **enabled**.

* ...or just a brand new property that is increased for each material.
* Level could have the benefit of adding its **own** level to the target's, though. Though this could quickly get out of hand, but it would insentivize using high-level units as materials... which is why which one should probably not do it.
* The amount can instead be conditional. Yes, good.

* Also... it could instead increase the *other* "level"-like property, Rank.
* This would more accurately represent it?
* Since it represents the amount of materials required for a unit any way, adding a material could add to its Rank?

## Some Summons add as materials, some send to the GY

1. Summons that add units as materials:
	* They can be used as Stamina to activate abilities.
	* They can be used as Health if attacked.
	* Their While-Material effects are enablef.
	* They can NOT use their GY effects.
2. Summons that send units to the GY:
	* They CAN use their GY effects.

* ...remember the **core** gameplay loop though, that going into new summons should always improve them, i.e. by using materials.
* Materials could still be limited in how they are able to be used (i.e. health/stamina/power up).

## Beast attribute

* Instead of putting Earth on human units by default.
* Put Beast as their attribute.
* Or something more human.
* Either way, not just Earth.
* Could have attributes that are more society based?
* Nature, Beast, etc.

## No/Few "Quick" effects

* Most effects on summoned/continuous cards should be **trigger** effects, not generic Quick effects.
* This to cut down on waiting times for inputs.
* Also, cards should in general respond to *something*, even if the effect is unrelated.
* Triggers can be a long list of possible events, but not *everything* the opponent is doing.

## Priming Phase

* Right after the Draw Phase.
* Either prime cards from the hand, or add back to the hand cards that are primed.
* Will sort of conflict with adding cards during the Play Phase though... but who cares?
* After all, this would make effects that allow priming during other Phases to be even more valuable.

* Primed cards are "removed from the hand" and cannot be used normally.

* Primed cards work each time a ⏸️ is in the text.
* These cards do not have to relate to the effect at hand at all?
* A primed card, with an effect that works while primed, can apply to anything.
* Greedy Goblin
	+ Enabled: Cast, Primed.
	+ Draw 1 card, then increase your opponent's Life by 4.

## Card Drag Shortcuts

* Dragging a card onto the Playing Field *always* triggers the "On Activation" trigger *first*, without fail.
* This is a way to declare the card's existence to the other player.
* This is a ⏸️ event by mechanics.

* Dragging a card onto the playing field without being on top of another entity will prompt the game to ask the player what to do with the card after resolving the "On Activation".

* However, dragging the card onto another entity will allow that to take place immediately afterwards (unless the game state is changed by the opponent's reaction).
	1. Dragging a card to an empty slot (denoted by ➕ and the silhouette of a card), is a shortcut to Summon that card.
	2. Dragging a card on top of another, is a shortcut to adding that as material.
	3. Dragging a card to the GY, is a shortcut to send that card to the GY.

* It should be noted that if there is no option to Summon a card or add it as material, the game will send it to the GY without asking.

## If only 1 choice, it is automatic

* Unlike *Duel Links*, if the player must select an option, and there is only 1 option available, it will automatically be selected.

## Very Few Optional Effects

* Most effects are mandatory.
* They might not activate if it is not possible for them to do so, using the phrase "(if any)", but if they can they must be activated.
* This so that the game is not slowed down by pointless inputs.
* "If this card is Summoned: You can draw 1 card." is a bad effect.
* "On summon: draw 1 card (if any)." is much better.

## No Available Summon Slots = Can Only Add as Material

* No longer can you Summon on top of another unit.
* When you do not have any Summon Slots available, you can only add a unit as material to another, not summon them on top.

* This because:
	+ We do not want all turns to look identical.
	+ Most likely, the player would have just used all cards immediately to summon the final unit with 4 materials.
	+ This would have also allowed them to activate all of their on-summon trigger effects on the same turn.

* Consequence:
	+ The player can now only activate as many on-summon triggers as they have slots for.
	+ Also, they need to put out their strongest boss monster immediately, putting it at risk for primed cards.

## "On-Play" Trigger

* Cards are simply dragged from the hand to the field to "Play" them, also known as "Activate", "Place", etc.
* This can be done with any card in the game without limit.
* To get a unit to *stay* on the field, there needs to be a slot empty.
* On-play can be further specified from where they were played, as this is possible from the Deck or GY as well.

1. Elemental HERO Stratos
	* On activation from your hand: Add a "Elemental HERO" card from your Deck to your hand.

* Only when "in-play" can a card use on-field actions and abilities / effects.
* Dragging a card up allows them to attack.
* Dragging a card down allows them to use an ability.

* (Should cards without an Activation effect be able to be cast like this? They would just go to the GY?)

## Drag-n-Drop Gameplay

* Cards are dragged into their respective areas to activate them, mostly.
* To activate effects, drag them into the Cast area.
* This can be done whether or not they are summoned.
* If cast from the hand, when their effects have resolved, the player may either drag them to the GY or to the permanent area.

* (Should the cast area then be in front of the Summon area, reverse of what was previously designed? It may be confusing when attacking, or when casting without summoning.)
* Priming is done by dragging the card *down*.

* Possibly...
	+ Skip the Cast field completely?
	+ Only use "Activate"/"Place"/"Play" effects and triggers?
	+ This applies to units and non-units.
	+ All plays are done by placing them down, then if they get to stay (Summon) or not happens after, and changes the card's **border**.
	+ But how to activate effects while on the field...?

* Either way the cast/summon field should be so generic, that the player simply places the card there to activate/play it.

* Having "Cast" as a position makes kind of sense though?
	+ Dragging the card down to activate effects intuitively makes sense since down is also priming, and up is attack.

* Also, cards can be placed half-down if they have used their act and thus cannot attack that turn.
	+ Non-unit cards can be permanently placed half-down, in this case, as they can never attack.
	+ ...but then they also cannot activate effects. Dumb idea.
	+ *But* non-units could still be half-down? And to be unusable you would be full-down? Idk...

## No Spell/Trap Distinction

* All cards that are continuous are "placed"/Summoned to the field, on the same line.
* Certain cards can only be casted however.
* Non-units... or whatever you want to call them, can have the property that they cannot be attacked unless no units are on the field.
* We also may want all cards to be able to have materials? Including the Spellier of cards?
* Really, what is the difference in the end?
* Surely these cards should be **tagged** differently, but otherwise not much.
* They also perhaps should not be able to attack?

## Remember "Summon slots"

* The player starts with 1 slot.
* Any unut from the hand can then just be summoned there.
* Then, usually at the start of each turn, the game calculates all **properly** summoned units, and makes sure the amount of summoning slots is +1 to that.
* Meaning, you can cheat out units, but this will affect your "normal" summons.

* Effects can also "properly" summon units, ignoring the slots.
* This is how swarming Decks are intended to work; many 1-ATK units that can allow the summoning of each other.

## Magic usage

* Categorized by type.

1. Hand
	* Peten the Dark Clown.
2. Rod/Wand
	* White Wing Magician.
3. Tome
	* Spellbook Magician of Prophecy.
4. Artifact
	* Temperance of Prophecy.
5. Weapon
	* Purple Poison Magician.
	* Black Fang Magician.
	* Double Iris Magician.
6. Mixed
	* Aleister the Invoker.

## Non-Visible Mouth

* The design of most humanoid units include having their mouths **non-visible**.
* For the most human of units, this is done with a mask, a helmet or type of armor, or by cloth.
* More non-human units can also have masks, but also have different physiology so that mouths are not present.
* Examples from *Yu-Gi-Oh!*:
	+ Elemental HERO Neos.
	+ Elemental HERO Neos Alius.
	+ *A* mouth is present, but it is a decorative one:
		- Peten the Dark Clown.

## Categorize all monsters by their Shape/Form

* Completely ripped off from *Pokémon*.

1. only Head
2. w/ Head & Base
3. w/ Head & Legs
4. w/ Head & Arms
5. Serpentine
6. w/ Fins
	* Piscine
7. Instectoid
8. Quadruped
9. w/ exactly 2 Wings
10. w/ 2+ Wings
11. consisting of multiple bodies
12. Multiped
	* (also includes tentacles)
13. Biped, no tail
14. Biped, w/ tail

## States of Energy: Used for attacks as well as habitat

* Solid
* Liquid / Fluid
* Aerial

* Plasma

* "Free" energy (e.g. Electricity)
* "Abstract" energy (e.g. Kinetic force)

* This is mostly meant to *replace* the standard Element system of Earth, Water, Wind, and Fire.
* Consider all forms as energy, *but* in different states. Earth is Solid energy.

* Reminder: these types can come in multiples.

* Psychic
* Cosmic
* Magic
* Arcane
* Cyber

## Distinctly separate the "impact"/"action" of effects, from the cost segment of effects

* Take Diamond Dude from *Yu-Gi-Oh!*.
* He is able to activate Spell cards, completely ignoring their costs.
* This is not too similar from Extra Deck monsters requiring their brand of built-in Special Summon (Fusion, Synchro, ...) that uses materials, in order to be summoned.
* However, these Extra Deck monsters can be Special Summoned from the GY no problem, completely ignoring their "cost".

* So, in the context of "effect blocks", the line of "cost" needs to be specifically separated from the "action" segment.
* And cards need to specifically mention that costs are ignored.
* *Yu-Gi-Oh!* is not always clear with this for beginners.

* To mention is that cards can have cost-like impacts, while still being in the "action" block.
* Cheating out the effect can still end up with a cost-like scenario.

* Could have some interesting new developments.
* Costs can be one-time for example.
* This allows the player to pay the cost without actually using the "action".
* From then on, the player is able to use that "action" without the need for the cost.
* This can be done in sequence, or completely separately.

## Not all "Effects" are *Effects*

* I.e. "effects" that *describe* how other effects work.
* Example:
	+ Blastagar Boltagon
		- During your Main Phase 2: You can destroy this card.
		- If this card is destroyed: You can Special Summon a "Blastagar" monster from your Deck.
		- You can only activate each effect of "Blastagar Boltagon" once per turn.
* The first two lines would be **effects**.
* Does the last line count as an *effect*? It is not ever activated.
* I would say no, and so does *Yu-Gi-Oh!*.
* By effect negation, this line is not negated.

* So... name them accordingly.
* What is the last line called? What is its category?
	+ "Restriction"? Or "Description"?

* Also remember "properties"/"attributes".
* "This card can be summoned using only 1 material." or something.
* These are not effects per say.

## From-Deck effects

* The initial idea was this:
	+ The opponent does something or changes the gamestate so that the player is put at a disadvantage.
	+ A card in the Deck reacts and flips itself up.
* What made me change the idea:
	+ I'm not sure if *any* Deck effect should be *reactive*.
	+ I don't think face-down cards in the Deck should have *any* effects at all.
	+ I *especially* am sure that *no* face-down cards should have *reactive* effects, none at all.

* The reworked version would instead have additional cards that do this as non-reactive activated effects, flip other cards in the Deck, or do other stuff, from the Deck.
* This would take the place of **Skills**.
* Cards that are face-up in the Deck by default, that can be activated *from* the Deck if certain conditions are met.
	+ (Usually require the same conditions but lessened to be activated from the hand).
	+ I mean... the effect could literally just be to be added to the hand.
	+ Which is what most Deck-effects should be to be honest.
* Thinking about it, the player could have a resource that allows them to pre-flip cards in the Deck...?
	+ Which essentially boils down to "You can pre-flip X amount of cards, only some cost more than 1".
	+ This can be increased by story mode and challenges.

* Example:
	+ WILD Summoning Flute
		1. Enabled:
			- Deck, face-up.
			- Your card economy is lower than your opponent's.
		2. Summon a random "WILD" unit from your Deck.
	+ WILD West
		1. - Enabled: Deck, face-up.
			- Discard 1 card; move this face-up card from your Deck to your hand.
		2. - Enabled: Cast from hand.
			- Add 1 face-up "WILD" card in your Deck to your hand.
	+ HERO Signal
		- Enabled: A "HERO" unit was destroyed by battle during your opponent's turn.
		- Special Summon a "HERO" unit from your Deck.
	+ Synchro Summon: Signer Dragon
		- Enabled: Turn 2+.
		- Send from your field to your GY, units whose combined Levels exactly match that of a "Signer Dragon" unit in your hand, Deck, or GY.
	+ Stars Align
		1. - Enabled:
				* Deck / Hand.
				* Your opponent controls 1+ more cards than you do.
			- If your opponent controls 2+ more cards than you do:
				* Activate 1 "Stardust Dragon"'s summon effect from your Deck.
			- Else if your opponent controls 1+ more cards than you do.
				* Add 1 "Stardust Dragon" from your Deck to your hand.

* Absolutely not sure if there should be primed effects that activate from the Deck though... Hmm...

### Scenarios

1. * Marshe's turn.
	* Marche is in a dire situation.
	* This, however, enables various cards from his Deck to be activated.
	* "Fatal Synchronization" – Send, from your hand or field, units whose total level match that of a "Synchro" unit in your hand, GY, or face-up in your Deck, to the GY, then Summon that unit. Pre-requisites: ...
2. * Ricter's turn.
	* Ricter is in a dire situation.
	* This, however, enables various cards from his Deck to be activated.
	* "Ritual Return" – Add 1 Ritual Summoned unit from your GY to your hand. Pre-requisites: ...
3. * Hugo's turn.
	* Last turn, Hugo's "HERO" unit was destroyed by battle.
	* This allows him to activate the pre-flipped "HERO Signal" from his Deck.
	* "HERO Signal" – List "HERO" units in your Deck, then add 1 to your hand.
4. * Skye's turn.
	* Skye is in a dire situation.
	* This, however, enables various cards from her Deck to be activated.
	* "Skywyrm Ascend" – Move 1 "Skywyrm" unit from your GY to your Deck, face-up. Pre-requisites: ...
	* "Call of the Skywyrm" – List "Skywyrm" cards in your Deck, then, flip 1 of the listed cards face-up.
	* "Skywyrm Second Glow" – Send "Skywyrm" cards from your hand or field to the GY, whose combined level(s) matches or exceeds that of a "Skywyrm" card in your GY, then Summon that card.

## Tags

* All cards can have **tags**.
* Occasionally, these correspond to **default** effect changes.
	+ Unless specified that they do not.
* Otherwise, they are only for flavor and to be searched by effects.

* Honestly, all properties (such as Attribute, Type, Body, Shape) could be considered tags.
* Difference is that these are completely optional and can be excluded.

1. Revolving
	* Cards that are returned to a primed state after being activated, instead of sent to the GY.
2. Returning/Boomerang
	* Cards that return to the hand during the End Phase of the turn they were activated, from the GY.

* ...perhaps these tags should be added to the *effects* of the card rather than the entire card?
	+ And search effects specifying "cards with a Revolving effect".
	+ Possibly the best solution.
* Also, could just add the tags when the cards have that type of effect, instead of meaning that is the effect they get *for* having that tag.

## Keeping bad cards viable through rarity and pre-flipped

* Cards that are bad can be assigned to have a much higher chance of being drawn, via the rarity system.
* However, if they are truly useless, these cards can be added to the Deck already face-up, without needing any effects to illuminate them.

* Certain cards may just work better pre-flipped? Idk.

## Separation of Level and # of Materials Required

* "Materials Required" represents the *minimum* requirement to bring them out *normally*. Effects that bring them out are not considered for the parameter.
* *All* units have both of these parameters.
* In *Yu-Gi-Oh!*:
	+ Zoodiac Broadbull is Rank 4, but he only requires 2 materials. He is therefore Mat-2 and Lv-4.
	+ Zoodiac Drident however requires 4 materials while also being Rank 4, so he is also Lv-4, but Mat-4.
	+ This would make it more applicable with Link Ratings as well.
* In *Stark* this is represented by polarities?
	+ So a Level 1 parameter will also have a negative sign next to it.

* Combined parameter!
	+ Needs a specific name.
	+ Perhaps Rank?
	+ Basically the sum of level and mat.
	+ So a Level 2 Mat 1 unit would be Rank 5, since each Mat is essentially 3 Levels.

### Even more polarities, aka Polarity ≠ Level

1. Version 0, 3 polarities.
	1. Negative polarity – Dark Magician
	2. Neutral polarity – Chaos Sorcerer, Mokey Mokey
	3. Positive polarity – Blue-Eyes White Dragon
	* In this version, polarities can "naturally" equate levels in an increasing manner.

1. Version 1, 1 more.
	1. No polarity – Mokey Mokey
	2. Negative polarity – Dark Magician
	3. Positive polarity – Blue-Eyes White Dragon
	4. Both polarities – Chaos Sorcerer
	* In this version, there is no natural way to say which polarity would equate to which "level".
	* Here, polarity would have to be a separate entity.
	* But what is the point of levels if not flavor?
	* Synchro's and such of course...

* Design:

0±-+•0+•±-
* Could also choose to light up either, neither, or both, of + and -.

* As for what LIGHT/DARK aka +/- can be complemented with:

1. * Mystic/Mystery = Dark Magician
	* Legend/ary = Blue-Eyes White Dragon
2. * Hero = Dark Magician
	* Anti-Hero = Destiny HERO
	* Villain = Blue-Eyes White Dragon?
3. * Altruism / Companionship
	* Solitude
4. * Self-control
	* Arrogance
5. * Humbleness?
	* Elitism / Condescending
6. * Moral
	* Semi?
	* Immoral
7. * Preservation
	* Destruction

* I mean, units could also use the background/bubble of an Attribute, with the text of another?
	+ So units can have specific attributes, that are grouped under one bigger label?

1. LIGHT
	* Destruction = Blue-Eyes White Dragon
	* Divinity = Lightsworn
2. DARK
	* Mystic = Dark Magician
	* Evil = Steelswarm

## Unit/non-unit distinction

* There really doesn't need to be a rigid one.
* In *Yu-Gi-Oh!*, structures and objects are able to be "monsters" just as well, such as libraries.

* And by "no" distinction, this means that *all* cards can be "summoned".
* It's just that not all cards are able to declare an attack, or be attacked.

## "Unlock" effects

* To be honest, units being "full powered" does not have to rely on their summoning, or their amount of materials.
* Effects can just as well enable "full power" status, without having to be summoned.
* So effects that require specific units in the hand and field for example, can be applied *after* the unit has been summoned, *and* those units do not need to be materials to the unit?
* *And* the unit can still be summoned normally instead of bricking.

## Rarity

* When the number of acquired amount of a card goes up, the player has more control over its **rarity** in duels.
* These come in two varieties.
	1. Deck rarity: Affects how likely a card is to be placed nearer the bottom each time the Deck is shuffled. Does not affect anything after the Deck has been shuffled. "Garnets" are cards that you want to stay in the Deck, not to be drawn.
	2. Search rarity: Affects how likely a card is to be included in "List x cards that match y" effects.

## Polarity as Digits

### A unit can only have one circle "filled"

#### 1

* ⊖ is treated as 1.
* ⊙ is treated as 2.
* ⊕ is treated as 3.
* "Levels" are not counted, and separate from polarity.

1. Marc's turn.
	* Marc activates "Facade Viper"'s effect from the Deck; "Viper" can be Ritual Summoned, using only non-Effect materials from the hand or field, if their polarities add up to 5 or more.
	* Marc uses ⊖ "WILD Beaver Warrior", ⊙ "WILD Gator Warrior", and ⊕ "Facade Liger". 1 + 2 + 3 >= 5.

### A unit can have several circles "filled"

#### 1

* ○ is treated as 0.25.
* ○○ is treated as 0.50.
* ○○○ is treated as 0.75.
* Levels are counted as wholes.

1. Marc's turn.
	* Marc activates "Facade Tyragon"'s effect from the Deck; "Tyragon" can be Synchro Summoned, using only non-Effect materials from the hand or field.

## Effect Activation = Creation & Execution

* Programatically.
* To explain how effects are managed in Yugioh.
* An "effect bubble" is created, that is managed separately from the card that created it.
* The "effect bubble" is executed separately.
* This explains how monsters such as Samurai Destroyer can Special Summon themselves from the GY, even if the effect activated while it was on the field.

## Main Characters

Note: What makes a good protagonist Deck is that multiple boss monsters are available as win conditions. This is why "Sky Wyrm" cannot be a protagonist Deck, as it only focuses on 1 monster.
1. * The main male character uses a "**Facade**" Deck – units that are treated as non-effect units, that are as a result supported by and support *actual* non-effect units.
	* As such, they often start the battles by using vanilla monsters to lower their opponent's guard, then gain advantage of non-effect monsters in the GY with their "Facade".
	* Often employs single-target effect negation.
	* Often employs comeback mechanics.
	* Actual non-effect units have the advantage that they do no need materials whatsoever; they are always at full strength.
	* They complement their Deck with "**WILD**" cards – actual non-Effect units.
	* They also have some non-unit cards that support non-Effect units.
	* While they want to win and is ambitious, they consider losing learning experiences.
	1. "WILD Ritual".
		* Target a face-up non-Effect unit in your hand, GY, or Deck.
		* Attach unit(s) from your hand or field, so that levels/polarity match or exceed the targeted unit's, and if you do, Summon it.
	2. "Reject Revenge".
		* Enabled:
			+ You control a non-Effect unit.
			+ You have lower card economy than your opponent.
		* Attach all non-Effect units in your GY to a non-Effect unit on your field.
		* Until the End Phase, also increase the latter's ATK by 1 for each card attached (includes materials to the card(s) in the GY).
	3. "Facade Dragon".
		1. * Must first be Summoned from the hand/Deck, by sending 2+ non-Effect units to the GY.
			* When Summoned, you can attach up to 3 non-Effect units from your hand, field, or GY to this card as material(s).
		2. * For each non-effect unit attached to this card, increase its ATK by 1.
		3. * Enabled:
				+ During your opponent's main phase.
			* You can Tribute a non-Effect unit on your field, or detach all materials from this card: Send 1 card your opponent controls to the GY.
		4. * Enabled:
			1. * This card was summoned correctly.
				* This card is currently in your GY.
			* You can banish a non-Effect unit on your field: Summon this card.
	4. "WILD Heart".
		* Primed: Summon a non-Effect unit from your hand. During the End Phase, draw 1 card, then if it is a non-Effect unit, Summon it.
	5. "WILD Forest".
		* Remains on the field.
		* Each time a non-Effect unit you control battles, inflict 1 Life damage to your opponent.
	6. "WILD Toxic Shroom".
		* Remains on the field.
		* To activate the first time, you must first:
			+ Banish 1 non-Effect unit you control.
		* When a non-Effect unit you control battles: You can negate the attack; destroy the attack target.
2. * The main female character uses a "**Wireframe**" Deck – units that have an easier time than others to be swapped out for one another, to best serve their utility.
	* Their units are feminine-named, after pseudo-greek numbers: Hexa, Septa, Nona, Deca, ...
	* Wireframe units' faces are identical, they all have completely black thin bodies with cybernetic lines or "wires", but all vary greatly in the armor that they are covered by.
	* They are extremely competent, and (almost) never loses, even to main villains.
3. * The main villain uses an **Abyss** Deck.
	* It revolves around an accursed and corrosive realm. The further down you get, the more depraving the atmosphere becomes.
	* The Deck is very unwieldly, but has extremely potent **lockdown** effects for the opponent.
	* Regularly, it requires units' to continuously consume their materials for their effects to be enabled.
	* Often multiple materials can be attached at summon, but not afterwards, so effects rely on getting used of used-up cards to gain advantage.
	* Other weaknesses is that most negates are very *specific*, so some specify effects by Effect monsters which at first glance seems unnessecary, but allows "Facade" monster to circumvent this.
	* And while most monsters can choose from 1 of the options of negates, they cannot change once one has been chosen.
	1. "Depraved Abysswalker".
	2. "Abyss Venom Fiend".
	3. "Corroded Demon of the Abyss".
	4. "Starving Abyss Dragon".
4. * The duoteragonist character uses a "**Binon**" Deck.
	* Their units cannot be added as materials to other units by their own effects, relying on non-unit cards of their archetype to do so.
	* Each unit represents a property.
	* When used as materials, they supply units with powerful effects.
	* If the unit is the *sole* "Binon" material to a *specific* unit, the effect is often a unique one instead.
	1. "HERO Call".
		* Enabled: Cast, primed.
		* Attach a "Binon" from your hand, to a "Binon" on the field.
	2. "Binon Flight".
		1. This card cannot be summoned on top of a "Binon" unit.
		2. * Enabled: This card is the sole "Binon" material to "Binon Flame".
			* Triggered: This card would be destroyed by battle.
			* Send a card from your hand to the GY instead.
		3. * Enabled: This card is material to a "Binon" unit.
			* Trigger: This card is added as material.
			* Add 1 health to the unit.
	3. "Binon Sparkler".
		1. This card cannot be summoned on top of a "Binon" unit.
		2. * Enabled: This card is the sole "Binon" material to "Binon Flight".
			* Triggered: This card attacks a unit.
			* Inflict damage to your opponent, equal to the +Health stat of the destroyed unit.
		3. * Enabled: This card is material to a "Binon" unit.
			* Increase ATK by 1.
	4. "Binon Giant".
		1. This card cannot be summoned on top of a "Binon" unit.
		2. * Enabled: This card is the sole "Binon" material to "Binon Sparkler".
			* Once per turn: Destroy 1 unit on the field. This card cannot attack or have attacked during the same turn.
		3. * Enabled: This card is material to a "Binon" unit.
			* Trigger: This card is added as material.
			* Add 2 health to the unit.
5. * One of the side antagonists use a "**Tyrant**" Deck.
	* Their cards have destruction immunity, generally only from battle, *if* the opposing unit has less ATK than them.
	* While their units have decent ATK baseline, their other effects rely on temporarily increasing ATK, to gain that immunity.
	1. "Tyrant Goblin".
		1. This card cannot be destroyed in battle by units with less ATK than it (2).
	2. "Tyranny".
		1. Primed: Must be activated at before your opponent declares their first attack of the turn.
			* Double the ATK of all your "Tyrant" units, until the end of the turn.
	3. "Tyrant Kaiser Dragon".
		1. Cannot be destroyed in battle, or affected by opponent's effects, by cards with less ATK than it (5).
		2. Must first be Summoned by sending 3 "Tyrant" units you control to the GY.
6. * One of the side antagonists use a "**Knight**" Deck.
	* Their cards have destruction immunity, but in response all their materials are destroyed, and the player takes a fixed additional damage.
	1. "Knight-Captain Lorraine".
		1. When this card would be destroyed, you instead destroy all materials attached to it, then take 2 additional points of Life damage.
7. * One of the side antagonists use a "**Ritual**" Deck.
	* Non-unit cards that attach units in the hand/field, to a Summoned card from the Deck.
	* While materials, if attached via a Ritual, grant very potent effects to their unit.
	1. "Aquamirror Forbidden Ritual".
		1. * Target 2 units in your hand or on your field.
			* Summon a "Ritual" unit from your hand, GY, or Deck, using those 2 units as materials.
	2. "Ritualist Emile".
		1. * Enabled: Material to a unit, and was attached by the effect of a "Ritual" non-unit card.
			* Once per turn, before you have declared an attack: Banish 1 card your opponent controls.
8. * One of the side antagonists uses a "**Sky Wyrm**" Deck.
	* They only focus on summoning a single unit, **Serpentarius the Sky Wyrm**.
	* All other units are rarely summoned, whose effects activate on being discarded.
	* Most non-unit cards are dedicated to discard the player's own cards, as the units often cannot do so themselves.
	* The "Sky Wyrm" can discard its own units to protect itself, and the amount of cards in-hand
	* The Deck relies on having a large amount of cards in the hand at all times, without using them.
	1. "Sky Wyrm Devout".
		1. When this card is discarded: Add 2 random "Sky Wyrm" cards from your Deck to your hand.
	2. "Sky Wyrm Zealot".
		1. When this card is discarded: Add up to 2 random "Sky Wyrm" cards from your GY to your hand.
	3. "Serpentarius the Sky Wyrm".
		1. If this card would be destroyed: you can discard 1 "Sky Wyrm" card instead.
		2. This card's ATK is increased by 1 for each card in your hand.
		3. While you have 5+ cards in your hand: This card cannot be targeted by effects.
9. * Throwaway opponent uses a "**Vamp**" Deck.
	* When effects resolve, the opponent chooses one of two outcomes; one benefits the user, and the other that harms the opponent.
	1. "Vamp Yugo".
		* When this card is summoned, your opponent must choose which 1 of these effects to activate.
			+ Draw 1 card.
			+ Your opponent must banish a card from their hand. That card is returned to their hand during their next End Phase.
10. * Throwaway opponent uses a "**Heropon**"/"**WILD**" Deck.
	* Continuous non-unit effects that activate when a "Heropon"/"WILD" unit battles.
	* The units themselves do not have battle effects.
	1. "WILD Poison Shroom".
		* When a "Heropon" unit battles:
			+ You can inflict 2 stacks of poison to the enemy unit.
11. * Throwaway duelist uses a "**Friend-Shaped**" Deck.
	* Its units are playful fun animals, not unlike Performapals.

### Male vs. Female: Battle

1. * Marc summons "WILD Beaver Fighter".
	* Marc primes 1 card.
2. * Femka summons "Wireframe Hexa".
	* "Hexa" destroys "Beaver".
	* "Hexa"'s effect illuminates "Wireframe Septa".
3. * Marc summons "WILD Gator Fighter".
	* "Gator" attacks "Hexa".
	* Femka activates her primed "On-Spot Rewiring".
		+ "Wireframe Septa" is summoned.
		+ "Hexa" is returned to the Deck.
	* "Septa" surivives the attack.
	* Marc activates "Stable Summon".
		+ "Gator" is tributed.
		+ "Facade Liger" is summoned.
4. * Femka casts "Wireframe Deca".
		+ "Deca" is summoned.
		+ "Septa" is returned to the Deck.
	* "Deca" attacks "Liger".
	* "Liger"'s effect activates.
		+ "Gator" is returned from the GY to the Deck.
		+ ...

### Femka vs Vani: Battle

1. Vani's turn.
	* Vani activates "Abysswalk"; "Abyss" units can activate their effects as responses.
	* Vani summons "Corroded Fiend of the Abyss".
	* "Fiend"'s effect activates; an "Abyss" unit is destroyed in the hand, and "Fiend" gains 1 "Abyss Token".
2. Femka's turn.
	* Femka activates "Spoofer"; 3 "Wireframe" units are marked in the Deck. For the rest of the turn, "Wireframe" cards cannot be summoned from the Deck.
	* Vani activates "Fiend"'s effect; consuming all of its materials, the opponent cannot mark units in their Deck, until the player's next turn.

1. Vani's turn.
	* Vani casts the revolving non-unit "Depths of the Abyss". Once per turn, if the player controls no units and has not summoned a unit yet, they can summon an "Abyss" unit from their Deck.
	* Vani summons "Archfiend of the Abyss"; when summoned, the player must use all "Abyss" units in their hand as materials to it.
	* Vani ends their turn, activating "Archfiend"'s effect of which Vani chooses the first; all of its materials are consumed, and until their next turn, the opponent cannot mark cards in their Deck.

1. Vani's turn.
	* "Depraved Abysswalker"'s effect activates; all of its materials are consumed. Because it had 1+ materials, until Vani's next turn, the opponent cannot move cards from the Deck.

1. Vani's turn.
	* "Corroded Demon of the Abyss"'s effect activates; all of its materials are consumed. Because it had 1+ materials, until Vani's next turn, the opponent cannot summon from the Deck.

1. Vani's turn.
	* "Starving Abyss Dragon"'s effect activates; all of its materials are consumed. Because it had 1+ materials, until Vani's next turn, the opponent cannot activate non-unit effects.

1. Vani's turn.
	* Vani casts "Sink into the Abyss"; a unit on the field with 0 materials is sent to the GY, then the player gets to add 1 marked card of the same archetype from their Deck to their hand.
	* Vani casts "Deprived Beast of the Abyss"; it is summoned, using all "Abyss" cards in the owner's hand as material.

## Return

* Because the game keeps track of where cards were summoned *from*, **return** is a common ability of cards, to return cards to their previous location.
* Used heavily by the Dreamer archetype.

1. Dreamer Roo
	* When this card is Summoned, using only "Pacifist" units as material(s) (min. 1): You can return 1 unit on the field. (Its material(s) are not detached. It retains any illuminated status.)
2. Dreamer Dragon
	* When this card is Summoned, using only "Pacifist" units as material(s) (min. 3): You can return 1 unit on the field. (Its material(s) are detached and returned. Any illuminated status is removed.)

## Domain / Origin world

* Instead of "Cyberse" being a "type".
* "Cyberse" is a **domain**, or **origin world**.
* This means that Decode Talker can be Warrior *and* Cyberse.

## Types

1. * Dragon
	* Insect
	* Plant
2. * Normal
	* Steel
3. * Human
	* Beast-Human
	* Beast
4. * Light
	* Neutral
	* Dark

Target a unit that meets these criteria: Dragon-type, non-Steel-form.
## Tidbits: Materials & Tokens

### .

* Units with materials do not have their materials removed automatically; they remain attached regardless of where the unit is sent.
* This is especially important in the "Dreamer" archetype, since they return units, but only the strongest of the "Dreamers" return units and *also* detach their materials.

* Materials of units are able to be categorized by "top" and such.
* This is especially important in the "HERO" and "Mask" archetypes, since only the top "Mask" has its effect applied, and the "HERO" unit can switch their positions.

* Units can be referred to simply by their current amount of materials.
* "This unit is 3."
* As such, effects that require an amount of materials can simply say that in the "Enabled" line.
	+ (Field) (2+) When a unit declares an attack; destroy the attacked unit.
* This is also an easy way to declare that effects are enabled even with 0 materials.
	+ (Field) (0+) During the End Phase destroy this card.
* This is important since the default enabling is the unit's level; its minimum. This never needs to be specified.

### .

* "Consume" material – The material(s) are sent to the GY immediately.
* "Adopt" – The material(s) are disabled, but re-enabled during the End Phase. Disabled materials cannot be used.

* "Second-Hand Revival" – Special Summon a unit that is used as material by a unit in the GY.
* "One-Off Revival" – Special Summon a unit from the GY, that has 2+ materials. Detach its materials, and have them remain in the GY.
* "Knock Off" – Target a unit in either GY; detach its material(s), and have them remain in the GY.

* "HERO Flame Wingman". ① Adopt material(s) (1 if unit, 2 if token). During the turn this card deals damage, inflict Life damage to your opponent.

* "Knock Off" destroys 2 materials of a unit on the field.

* "Speedroid", on summon, can take any amount of illuminated unit(s) in the Deck as material(s), but they are returned to the Deck during the End Phase.

* "Support Gadget", on summon, create and add 1 "Gadget Token" to itself.

* "Altruist Spearon", on summon, create and add 2 "Altruist Token"(s) to itself.
* "Altruist Token" cannot be consumed by the card they are attached to.

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* "Nine-Tailed Fox".
	+ Ⓐ ON only if this card has had 9+ materials.
	+ ① (9+) Consume 1 material; destroy 1 material on the field.
	+ ① (5-8) Consume 1 material; destroy 1 material on the field.
	+ ② (1-4) Consume 1 material; destroy 1 card on the field.
	+ ③ (Ⓐ) (0) Destroy all units on your opponent's side of the field.

1. An "archetype" completely dedicated to "Hero Signaling".
	* "Hero Signal". ① (Primed) During the End Phase of a turn where a "HERO" monster was destroyed, Summon a "HERO" monster from your Deck, then draw 1 card.

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1. An "archetype" completely dedicated to *bringing out* 1 incredibly strong boss monster. The boss monster itself then has innate protection and does not require the lower-leveled "Zealot" units.
	* "Sky Silhouette". ① List and illuminate 1 "Sky Serpent" card in your Deck.
	* "Sky Flash". ① Add 1 illuminated "Sky Serpent" card in your Deck to your hand.
	* "Squire Zealot of the Sky Serpent Dragon"
	* "Spellcaster Zealot of the Sky Serpent Dragon"
	* "Sky Serpent Dragon" Lv. 10
		+ ① This card cannot be Summoned with insufficient materials.
		+ ② For this card's Summon, "Zealot of the Sky Serpent" units (not Tokens) count as 2. If Summoned using this effect, create and add "Token Zealot of the Sky Serpent" to this card so that it has sufficient materials.
		+ ③ (Hand, Deck) Summon this card by sending 3 units you control to the GY.
		+ ④ (Field) This card cannot be removed from the field by your opponent's effects.
		+ ⑤ (Field) If this card would be sent to the GY by battle, you can send all cards you control and in your hand to the GY; negate the attack and destroy the attacking unit.

1. An "archetype" completely dedicated to *protecting* 1 moderately strong monster. The boss monster has no innate protections, but rent the other unit(s) to protect and revive itself, making it really hard to get rid of. *Inspiration: Bujin*.
	* "Chosen HERO".
		+ ① (Field) If this card would be destroyed by battle, you can banish 1 "Mask" card this unit has as material instead.
	* "Fairy's Mask".
		+ Ⓐ ON only if this card is the top "Mask" material of a "HERO" unit.
		+ ① (Cast, Primed) You can send this card to the GY: list and illuminate a "HERO" or "Mask" card in your Deck.
		+ ② (Material) (Ⓐ is ON) Once per turn: increased the ATK of the unit this card is material to by 2.
	* "Skull Mask".
		+ Ⓐ ON only if this card is the top "Mask" material of a "HERO" unit.
		+ ① (Cast, Primed) You can send this card to the GY: move a "HERO" unit from your GY to your Deck.
	* "Steel Mask".
		+ Ⓐ ON only if this card is the top "Mask" material of a "HERO" unit.
		+ ① (Cast, Primed) You can send this card to the GY: move an illuminated "HERO" unit from your Deck to your hand.
	* "Knight's Mask".
		+ Ⓐ ON only if this card is the top "Mask" material of a "HERO" unit.
		+ ① (Material) (Ⓐ is ON) If the "HERO" unit this card is attached to would be destroyed; you can destroy this card instead, then draw 1 card.
	* "Mask Break".
		+ ① (Primed) If a "HERO" unit would be destroyed; banish all "Mask" units on the field instead, then draw 1 card for each card banished.
	* "HERO Signal".
		+ ① (Cast, Primed) (You control no "HERO" units) Summon a "HERO" unit from your Deck.