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4 Spells of Power


Ragnus

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Here's a few spell cards I just came up with;

 

Name: Apocalypse

Type: Normal Spell

Effect: Discard 2 Spell cards from your hand to the graveyard. Destroy all cards on your opponents side of the field. This card cannot be activated if you've played or set any other cards this turn. If you activate this card, you must skip your Battle Phase until the end of your 2nd turn after this card is activate. This card is removed from play instead of being sent to the graveyard.

LPD: 1

 

Name: Divine Hammer

Type: Normal Spell

Effect: Your opponent selects 2 monsters on their side of the field. The First monster is destroyed and sent to the graveyard. The Second monster is removed from play. Afterwards, you take damage equal to the Combine Original ATK points of the 2 picked monsters. This damage cannot be switch to the opponent, or be reduced by card effect.

LPD: 3

 

Name: Reverse Summon

Type: Normal Spell

Effect: Both players return the last monster they summoned (or set) to the field on their last turn back to their hand. If any of those monsters are in the graveyard, both players take 1000 Damage.

LPD: 2

 

Name: Stand and Fight

Type: Continuous Spell

Effect: As long as this remains on the field, neither player can summon (Including Special summon) or set monsters in Defense Position.

LPD: 3

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Apocalypse:

Discard 2 Spell cards from your hand to the graveyard. Destroy all cards on your opponents side of the field. This card cannot be activated if you've played or set any other cards this turn. If you activate this card, you must skip your Battle Phase until the end of your 2nd turn after this card is activate [activated?]. This card is removed from play instead of being sent to the graveyard.

 

I like this card. The effect seems that it should go well with a spellcaster deck. :]

 

 

Divine Hammer

Your opponent selects 2 monsters on their[his/her*] side of the field. The First monster is destroyed and sent to the graveyard. The Second monster is removed from play. Afterwards, you take damage equal to the Combine Original ATK points of the 2 picked monsters. This damage cannot be switch [switched] to the opponent, or be reduced by card effect.

 

*I don't know what OCG is for this, but "their" is incorrect by basic English reasons.

 

Though this effect is unique. It seems to cause more damage to the card-holder than it does to the opponent. If they choose two big guys, there's nothing stopping them to taking that opportunity to do over 5000 Life Points instantaneously.

 

 

 

Reverse Summon

Both players return the last monster they summoned (or set) to the field on their last turn back to their hand. If any of those monsters are in the graveyard, both players take 1000 Damage.

 

Interesting effect. The underlined portion, in my opinion, isn't needed. It makes it sound like they are returning monsters to the field. I honestly wouldn't use this card until the last turn of the duel where that 1000 life points would finish them. Otherwise it's almost futile. "Reverse Summon" is an acceptable name, but if you can come up with as unique names as you can unique effects, then the name "Reverse Summon" can be spiced up a little bit.

 

 

 

Stand and Fight

As long as this [card] remains [face up] on the field, neither player can summon (Including Special summon) or set monsters in Defense Position.

 

Cool. Make'em Fight!!! :) The underlined portion obviously has error, but I'm sure you know what to do with it. I'm guessing you were just writing it from mind to screen. :] This card would be perfect once you summon a strong monster. Make sure to have a Magic Jammer face-down though :)

 

 

Not too bad. I enjoyed this critique. Thanks.

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