Guest PikaPerson01 Posted August 19, 2009 Report Share Posted August 19, 2009 A burn-based set of all spells and traps, (very) loosely based on the Diagnostic and Statistic Manual of Mental Disorders. --- D.S.M. ParanoiaNormal Trap CardActivate only at the beginning of your opponent's Battle Phase if you control no monsters. Pick up the top 5 cards of your deck. Set as many spells and traps as you can, all other cards are removed from play. "D.S.M." spells and traps can be activated the turn they are set. During your opponent's End Phase, remove every card in your spell and trap card zone from play. D.S.M. Dissociative IdentityNormal Trap CardActivate only at the beginning of your opponent's Main Phase 1 if you control no monsters. Special summon a number of "Madness Tokens" (Psychic-Type/LIGHT/Level 1/ATK 1000/DEF 1000) in attack mode equal to the number of facedown spells and traps you control on your opponent's side of the field. This turn, all "Madness Tokens" must attack. These tokens can not be used for a Tribute Summon or Synchro Summon. When a "Madness Token" is destroyed, the controller of the Token takes 600 points of damage. D.S.M. SchizophreniaNormal Trap CardActivate only when your opponent's monster declares an attack if you control no monsters. Destroy all Attack Position Monsters your opponent controls, other then the monster attacking. For every monster destroyed by this card's effect your opponent takes 400 points of damage. D.S.M. DepressionQuick Play SpellActivate only at the beginning of your draw phase when you have less cards in your hand then your opponent does. Your opponent takes 300 points of damage for every card in your hand. D.S.M. InsomniaNormal Trap CardActivate only in your opponent's end phase if you control no monsters and your opponent has 3 or more cards in their hand. Randomly discard one card from their hand. If it a monster, inflict damage equal to the monster's level times 200. D.S.M. KleptomaniaNormal Trap CardActivate only when your opponent declares battle if you control no monsters by paying half your life points. Take control of all monsters on your opponent's side of the field until the end of your next battle phase. These monsters can not be used in a Tribute Summon, Special Summon, or Synchro Summon. After you declare battle with a monster originally controlled by your opponent, it is returned to your opponent's side of the field at the end of damage calculations. D.S.M. DelusionNormal Trap CardActivate only in the beginning of your draw phase when you have no monsters on the field and 2 or more spells and traps on the field. Send the top card of your opponent's deck to the graveyard. Inflict damage to your opponent equal to the amount of cards in your opponent's graveyard times 200. D.S.M. AmnesiaQuick Play Spell CardThis card can only be activated when you have at least one "D.S.M." card in your graveyard. You can reduce the attack of all monsters on your opponent's side of the field to zero. You can not normal summon, flip summon or special summon any monsters this turn. D.S.M. PhobiaNormal Trap CardThis card can only be activated on your opponent's end phase when they control two or more monsters and have not declared an attacked and you have no face up cards on the field, not including Field Spells. Destroy all face-up monsters on your opponent's side of the field. Tin Foil HatEquip SpellEquip to one opponents monster. As long as that monster is equipped with this card, it can not attack and it's effect is negated. During your opponent's standby phase, they take damage equal to half that monster's attack. Freudian SlipField SpellOnce per turn, if 3 or more "D.S.M." cards exist in your Graveyard, you can add 1 "D.S.M." card from your Graveyard to your hand. Prescription FillingNormal SpellAdd 1 "D.S.M." card from your deck to your hand. --- OCG help, overpowered/underpowered analysis, any decent art you think might look good for any of the above etc etc would be helpful. Paranoia and Kleptomania feel a little overpowered to me personally but... meh. <_< Link to comment
Zkaiser Posted August 19, 2009 Report Share Posted August 19, 2009 These cards are awesome and lulzy. I laughed out loud when I read the effect for schizophrenia. 12/10 +2 points for being an Spell and Trap archetype. There aren't many of those. Link to comment
Guest PikaPerson01 Posted August 19, 2009 Report Share Posted August 19, 2009 I'm going to bump this. ;_; Link to comment
Toffee. Posted August 20, 2009 Report Share Posted August 20, 2009 Tin Foil HatEquip SpellEquip to one opponents monster. As long as that monster is equipped with this card' date=' it can not attack and it's effect is negated. During your opponent's standby phase, they take damage equal to half that monster's attack.[/quote']ITS THE ALIENS MAN! THEY ARE AFTER MY BRAIN!! Freudian SlipField SpellOnce per turn' date=' if you have 3 or more "D.S.M." cards in your graveyard, you can take one and add it to your graveyard.[/quote'].....You might want to re-word this one. It's text seems a bit confusing Link to comment
Guest PikaPerson01 Posted August 20, 2009 Report Share Posted August 20, 2009 I figured as much for Freudian Slip, but I'm too retarded and not OCG-intelligent enought to figure out how it's supposed to be phrased. <_< Edit: NEvermind, it was just a typo. I assume. 0_o Link to comment
CrabHelmet Posted August 20, 2009 Report Share Posted August 20, 2009 Paranoia? Overpowered? That's a laugh; see, you forgot to make cards that actually combo with it. The only cards that work with it are Schizophrenia and Amnesia, since all the others have phase restrictions that render them useless. Link to comment
Guest PikaPerson01 Posted August 20, 2009 Report Share Posted August 20, 2009 I had other effects but I couldn't think of jabroniin' names for them. So sue me! <_< *makes more to please the masses, along with editing some of the above cards (Kleptomania and Paranoia if you must know.)* --- D.S.M HistrionicNormal TrapActivate only when your opponent's monster declares an attack. Negate the attack and your opponent takes damage equal to that monster's level times 100. D.S.M. RepressionQuick Play SpellDestroy 1 face-up monster your opponent controls. Select one monster in your opponent's graveyard and special summon it in face-up defense mode. D.S.M. HypocondriasisNormal TrapFor every "D.S.M." card in your graveyard, your opponent takes 300 points of damage. D.S.M. Catatonic StateQuick Play SpellActivate only at the start of your opponent's Main Phase 1 when your control no monsters. All spells and traps cards your opponent controls are negated until the end phase. D.S.M. Fugue StateQuick Play SpellActivate only when you control no monsters. Remove from play one card on your opponents side of the field until the end phase. If it is a monster, you take damage equal to half that monster's attack. Skinner BoxContinuous TrapDuring your opponent's end phase phase when you control no monsters, select 1 card randomly from your opponent's hand and call the Type of card (Monster, Spell, or Trap). If you call it right, draw one card. Pavlov's BellNormal SpellActivate only at the start of your Main Phase 1. Flip a coin a number of times equal to the number of Face Down spell and traps you control. For every heads, inflict 600 points of damage to your opponent's life points. For every tails, destroy one spell or trap card you control. --- And, that's all I could pull from my second read through of my old psychology class notes. <_< Link to comment
Guest PikaPerson01 Posted August 21, 2009 Report Share Posted August 21, 2009 Care more plz. ;_; Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.