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Double Demise Draw

Spell

Activate only if both your and your opponent's LP are above 2000. Both players draw 1 card and reveal it. If the drawn cards are not the same type (Monster, Spell, or Trap), both players take 2000 damage. If both are the same type, each player can choose to discard the drawn card then draw 1 additional card. You can only activate 1 "Double Demise Draw" per turn.

 

Acid Mist

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Acid Mist

Spell-Continuous

Each of your opponent's Standby Phases: Inflict 500 damage to your opponent. Once per turn: You can activate these effects based on the number of "FF Menace - Malboro(s)" you control.
● 1+: Target 1 monster on the field; negate its effects until the end of this turn.
●2+: Target 1 monster on the field; take control of that target until the End Phase, but it cannot attack, activate effects or be used as material.
● 3: Target 1 monster on the field: halve its ATK/DEF, also inflict damage to your opponent equal to that target's original ATK.

You can only control 1 "Acid Mist".

 

createcard (3).jpg

 

Piercing Iridescence

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Piercing Iridescence

Continuous Trap 

Twice per turn, if a monster is Summoned that is a different Attribute from all monsters currently on the field (min. 1): You can destroy 1 card on the field. Once per turn, you can target 1 monster on the field (Quick Effect): Change the Attribute of that target. If a monster you control battles your opponent's monster of the same Attribute as itself: You can increase the ATK of all monsters you control by 100 for each card in your hand, and if you do, apply both of the following effects:

●If your opponent's monster is destroyed by this battle: Draw 1 card. 

●If your opponent's battling monster is in Defense Position, your opponent takes piercing battle damage from this battle. 

 

NEXT:

Masked Shadow

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Masked Shadow

Quick-Play Spell

When an "Elemental HERO" Fusion Monster you control is sent to the GY by your opponent's card (either by battle or by card effect): You can Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute as that monster had on the field, ignoring its Summoning conditions.

 

Thousand-Eyes Falsehood Dragon

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Thousand-Eyes Falsehood Dragon 

DARK - Level 1 - Dragon/Fusion/Effect - 0/0

2 monsters that cannot be Normal Summoned/Set

Must be Fusion Summoned. If this Fusion Summoned card used a Ritual monster as Material, negate the effects of your opponent's monsters on the field and in the Graveyard with less ATK than this card, also this card can immediately activate the below effect as a Quick Effect. If either player takes damage from a battle involving this card and an opponent's Special Summoned monster: Inflict damage to your opponent equal to that damage. Once per turn, you can target 1 face-up Attack Position monster your opponent controls: Equip that target to this card (your opponent's monster effects cannot activate in response to this effect or its activation). Monsters equipped to this card by its own effect gain the following effects:

●The equipped monster gains ATK/DEF equal to half this card's ATK/DEF.

●Once per turn, if your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate the effects of that card on the field, until the End Phase.

 

Any Quick-Play or Trap-based generic Fusion effect gains a huge boost if you can put a Ritual monster in a relevant location, given that you get to steal any targetable monster with zero ability for your opponent to respond in most cases, and shut down the vast majority of weak monsters used for combo plays. The damage effect gives you both revenge burn if your opponent succeeds in beating over it and effectively doubled damage against Special Summoned monsters, and Abyss-style backrow negation is enough to take out a lot of stun strategies.

NEXT:

Phantasmal Mist

OR

Visions of the Future

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Visions of the Future

Trap-Continuous

During your End Phase: You can look at the top card of your opponent's Deck; place that card on the top or bottom of their Deck. You can declare 1 card name; your opponent cannot Special Summon monsters from the Extra Deck with the declared name until the end of this turn. You cannot declare the same card name more than once with this effect of "Visions of the Future". If this card is destroyed by your opponent's card effect: You can declare 1 card type (Monster, Spell, or Trap), then excavate the top 5 cards of your opponent's Deck and if you do banish 1 excavated card with the declared card type, also shuffle the rest into their Deck. You can only use each effect of "Visions of the Future" once per turn.

createcard.jpg

 

Next: FF Magitek Elite - Terra Branford

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FF Magitek Elite - Terra Branford
LIGHT
Psychic/Effect
Level 5 - 1800/1800

If this card is Summoned: Take 1 Equip Spell from your Deck, either add it to your hand or equip to that monster. During Battle Phase: You can pay 800 LP, double its ATK and DEF until the end of Battle Phase.

Mists of Sunken Island

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Great! Finally someone made the Terra Card.

 

Mists of Sunken Island

Spell-Continuous

Once per turn: You can target 1 WATER monster you control; it cannot be targeted by your opponent's card effects until the end of this turn. Monsters your opponent controls cannot target WATER monsters  you control for an attack, except monsters in the same column. If this card is destroyed by your opponent's card effect: You can target 1 "Lemuria, the Forgotten City" in your GY; add it to your hand.

Mists01.jpg.b6f83b2e41436f3afc46faa5d2e13aa4.jpg

 

Next - Spectral Covenant

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Spectral Covenant
Continous Trap

Activate this card by Tributing 1 DARK or Zombie monster you control. If a monster on the field leaves the field while this card is face-up on the field, banish it instead. You can banish this card from your GY, Special Summon 1 monster among banished cards to your field.

Exmathmech Calculum  

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"Exmathmech Calculum"

Trap

Activate if a Machine-Type monster you control is attacked by your opponent's monster. That Machine-Type monster you control gains ATK and DEF equal to the LP of whichever player's LP is highest until your End Phase.

Next: "Deus Ex Machina" and "Diabolus Ex Machina" - preferably two cards that either complement or counter each others' effects.

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Deus Ex Machina
EARTH 8*
Machine/Ritual/Effect
You can Ritual Summon this card with "Diabolus Ex Machina".  Once per turn: You can pay 800 LP; destroy 1 card on the field, then, if you destroy your own card by this effect, draw 1 card and reveal it.  If the drawn card is a monster that can be Normal Summoned, you can Special Summon it.
2800/1300

Diabolus Ex Machina
Ritual Spell
This card is used to Ritual Summon "Deus Ex Machina".  You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.  If "Deus Ex Machina" leaves the field while this card is in the GY: You can banish this card from the GY; Special Summon 1 "Diabolus Ex Malefactor Token" (Machine/DARK/Level 8/ATK 2800/DEF 1300).  If a "Diabolus Ex Malefactor Token" is destroyed by battle or card effect, you can Special Summon 1 "Deus Ex Machina" from your hand or GY. (This Special Summon is treated as a Ritual Summon.)

 

Next: Jungle Man Jim - Ideally an EARTH counterpart to "Swift Birdman Joe", but you can do something else if you think of something interesting.

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Jungle Man Jim
EARTH
Warrior/Effect
Level 6 - 2500/1700

If this card is Tribute Summoned by Tributing an EARTH monster, change all other monsters on the field into face-up Defense Position. Monsters changed by this effect cannot change their battle positions.

 

Unforeseen Carnage

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"Unforeseen Carnage"

Trap

When a monster you control leaves the field because of an opponent's card: Destroy all cards on the field, then inflict 500 damage to both players for each card destroyed.

 

Next: "On the House"

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On the House    TRAP

Continuous Trap card

If a face-up monster you control is destroyed by battle and you no longer have any monsters on your side of the field, activate this card. When this card is activated, after each Battle Phase, you can Special Summon a monster from your Deck or hand with the same ATK as the damage you took. This card is activated for three turns. If you get attacked directly by a monster Special Summoned from the Extra Deck while this card is in your GY, you can banish this card and Special Summon a monster from your Extra Deck with the same DEF or less than the ATK of the attacking monster. You can only activate one effect per turn and you can only activate both effect once per Duel.

 

Purple-Eyes Gray Dragon

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