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"Our wishes coalesce into a utopic star! Bear witness to the power of a Signer Dragon and Number Card combining, as we Synchro Summon! Fly and high five the sky, Stardust Utopia Dragon!"

(Hope the summoning chant wasn't too bad)

Stardust Utopia Dragon

Level 12 LIGHT

[Dragon/Synchro/Effect]

"Stardust Dragon"+ "Utopia" or "Utopic" XYZ monster

(This card may also be treated as a Warrior-type monster] For the Synchro Summoning of this card, the XYZ monster is treated as a tuner monster with it's rank equaling the level used. If a card you control is attacked while this card is on the field, you can target that card, destroy it. If a card(s) would be destroyed or banished by a card effect, you can Tribute this card: negate the activation, and if you do, banish it. During the End Phase, if this card was Tributed due to its own effect, return this card to the field, and if you do, this card gains 500 ATK. You can only use each effect once per turn.

Next:

Chronicle of Possibility

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On 1/30/2021 at 6:22 PM, Messoras said:

Angel's Rebuke

Continuous Trap Card

You can negate any monster effect activated by your opponent, then, send 1 Fairy monster you control to the GY.

Next card's name shall be:
Candy Curse

For the record, my apostrophe was purposely placed after the S in "angels", as in, it was supposed to be a rebuke from multiple angels.

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Chronicle Of Possibility

SPELL

Continuous

Effect: Select 5 cards in your Deck and turn them face-up, then shuffle your Deck. While this card is on the field, if a card on the top of your Deck is face up, you may play it as though it were in your hand. If this card is sent from the field to the GY, add 1 face-up card from your Deck to your hand.

 

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Next Card:

 

No Shoes, No Shirt, No Dice!

 

Edited by TheWanderingMist
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No Shoes, No Shirt, No Dice!

[Continuous Trap]

If a monster(s) with 0 DEF is Summoned to the field, negate its effects, and if you do: banish it. If a monster with an original DEF higher than 0 has its DEF reduced to 0, return that monster to the hand.

(A bit on the short side, but I think I made it have effects that somewhat reflect the card name)

Next:

Seer of the Future (preferably a monster card)

 

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Seer of the Future (Crystal Seer Retrain)
WATER *
Scale: 8<>8
Spellcaster/Pendulum/Effect
PE: Once per turn: You can excavate the top 2 cards of your Deck; you can destroy this card and place any number of excavated Pendulum Monsters into your Pendulum Zones, place the remaining cards on the bottom of your Deck in any order.
ME: If this card is Normal or Special Summoned: You can change its battle position; excavate the top 2 cards of your Deck, and if you do, place any number of Pendulum Monsters among them into your Extra Deck face-up, also place the rest on the bottom of your Deck in any order, and if you do that, place 1 Spell Counter on this card for each card added to your Extra Deck by this effect.  If a monster you control would be destroyed by battle, you can remove 1 Spell Counter from this card instead.
100/100

 

Next: Upside-Down Palace

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Seer of the Future

Continious Trap

When a card is activated or Special Summoned from the opponent’s hand, negate it and place it at the bottom of your opponent’s Deck. If you do, Special Summon this card as a monster (ATK/2500/DEF/2600/LIGHT/Spellcaster) with this effect:

• Your opponent cannot activate or Special Summon cards from their hand while this card is on the Field.

NEXT: Synchro Spirit Force (must synchro summon monster)

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Synchro Spirit Force
Continuous Trap
If a Synchro monster you control is attacked: You can negate that attack, and if you do, Special Summon 1 Warrior Tuner monster from your GY.  Immediately after this effect resolves, Synchro Summon using monsters you control.  If this card is sent from the field to the GY by an opponent's card effect, you can Set 1 "Spirit Force" from your hand, Deck, or GY to your side of the field, also it can be activated this turn.

 

Next: Upside-Down Palace

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  • 3 weeks later...

Upside-Down Palace

Continuous Spell

While you control this face-up card, both players' banished face-up cards are flipped face-down, and all banished face-down cards are flipped face up. During the End Phase, the turn player can play 500 LP. If they do not, they switch control of monsters they control if there is no monster in the Main Monster Zone in the same column (if they switch control, move them to the Main Monster Zone in the same column). If this card leaves the field: Both players discard all their hand, then add cards from their GY to the hand, except any of the cards discarded,  up to the number of cards each player discarded

 

Next: Chaos Comet of Evolution (kudos if you know what this prompt is referencing)

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  • 4 weeks later...

Chaos Comet of Evolution

Continuous Spell

1) Destroy this card during the 3th End Phase after it was activated.

2) Once per turn: You can target 1 Dinosaur monster you control; destroy it, and if you do, Special Summon 1 Dinosaur monster from your hand.

3) If this card you control is destroyed by a card effect: Destroy all monsters you control, then you can Special Summon the Dinosaur monster with the highest Level in your GY.

 

Cyberse Tech Support

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Cyberse Tech Support

Spell

Activate 1 of the following effects.

- Tribute 1 Cyberse monster; Special Summon 1 Machine monster from your Deck with the same Attribute as the Tributed monster and up to 2 Levels higher.

- Tribute 1 Machine monster; Special Summon 1 Cyberse monster from your Deck with the same Attribute as the Tributed monster and up to 2 Levels lower.

You can only activate 1 "Cyberse Tech Support" per turn.

 

Three for the Price of One!

-OR-

Stinky Onion Soldier

 

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Stinky Onion Soldier

Level 4 EARTH

[Plant/Tuner/Effect]

(This card is also always treated as a Warrior-type monster). Once per turn, you can target a monster, this card loses 700 ATK, and if you do, the targeted monster gains 1500 ATK. Your opponent cannot Summon Monsters or activate the effects of Spells/Traps in the same column as this card as long as this card is on the field.

ATK 1800 DEF 1700

Next:

Emergency Confrontation

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  • 3 weeks later...

Emergency Confrontation

[ Normal Trap ]

When your opponent Special Summons a monster(s) from their Extra Deck during their turn: Special Summon 1 monster from your hand in Attack Position, but negate its effects. The Special Summoned monster cannot be destroyed by battle this turn, also return it to the hand during the End Phase. You can only activate 1 "Emergency Confrontation" per turn.

 

Next: "Catch & Release"

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Neurological Veil
Continuous Spell
Psychic monsters you control gain 400 DEF.  You can pay 1000 LP; until the End of this Main Phase, you do not have to pay LP to activate the effects of Psychic monsters (even if this card leaves the field).  If you activated the effect(s) of a Psychic monster(s) 3+ times in the same Main Phase as this effect was activated, send this card to the GY.

 

Next: Mushroom Man #3

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Mushroom Man #3

level 5 Earth Fusion

Mushroom Man #2 + Mushroom Man

Plant/warrior/effect

This card cannot be used as link material. This card cannot be tributed. This card cannot change control except by its own effect The controller of this card takes 3000 damage at the start of each of their standby phases. During the end phase the controller of this card can pay 500 LP to give their opponent control of this card (at least one main monster zone must be free on the opponent of this card's controller's field to activate and resolve this effect).

*Next: turiboh (turbo kuriboh haha)

Edited by ITSUKOSOADO
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Turiboh (WIND)
Level 1 [ Fiend / Effect ]  ATK / 300 DEF/ 200
(This card is always treated as a "Speedroid" card.)
If this card is Special Summoned or added to your hand, except by drawing it: You can shuffle this card to the Deck; add 1 WIND monster from your GY or 1 banished WIND monster to your hand (except "Turiboh"). You can activate the effect of "Turiboh" only once per turn. 

Next: Slash Viper 

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Slash Viper
EARTH 5*
Reptile/Effect
At the start of the Damage Step, if this card battles a face-up non-Reptile monster: You can destroy that monster.  If this card is sent to the GY by a card effect, you can activate this effect; halve the ATK/DEF of all monsters your opponent controls.
2000/600

 

Next: Steampunk Princess

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Steampunk Princess

LIGHT

Warrior 

Level 10

ATK 3500/DEF 3200

Effect: If you control a "Steampunk Prince" or "Steampunk Heir", this card cannot be selected as the target of an attack. This card gains 500 ATK for each Machine monster on your field and in your GY. Once per turn, you can equip 1 Machine monster from your hand or GY to this card. While this card has a Machine monster equipped to it, if it would be affected by a card effect, you can send 1 Machine monster equipped to it to the GY instead. Once per turn, and only once per turn, you can Special Summon 1 Machine monster that this card is equipped with to one of your Main Monster Zones. A Machine monster Special Summoned this way gains ATK and DEf equal to half its original ATK and DEF.

 

Anyone here familiar with Girl Genius?

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Next card:

 

Drag, Drop, Delete

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Drag, Drop, Delete
Normal Trap
Special Summon 1 monster from your hand with the same Level as 1 monster on the field, and if you do, destroy 2 monsters on the field with the same Level.  You can only activate 1 "Drag, Drop, Delete" per turn.

 

(Basically took the main effects of "Puzzlomino, the Drop-n-Deleter" and turned it into a more powerful Normal Trap)

 

Next: Solar Flare

 

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Solar Flare

(Art source: https://society6.com/product/solar-flare-ium_print)

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Quick-Play Spell

Effect: If all face-up monsters you control (min. 1) are Pyro monsters: Special Summon 2 "Solar Flare Dragon" from your hand or Deck. You cannot Summon other monsters the turn you activate this card, except for Pyro monsters. While you control "Solar Flare Dragon", you cannot Summon monsters, except Pyro monsters.

Next: Stealth Birdseye

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Stealth Birdseye (DARK)
Level 2
[ Winged Beast / Effect ]
You can target 1 face-down monster you control; return this face-up card to your hand and if you do immediately Flip Summon the target. If you control a face-up "Stealth Bird" monster; you can Special Summon this card (from your hand). You can use each effect of "Stealth Birdseye" only once per turn.    ATK/1400 DEF/400

NEXT: Steam Warrior (based on synchron maybe?)

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  • 2 weeks later...

Steam Warrior
WATER 7*
Warrior/Synchro/Effect
"Steam Synchron" + 1+ non-Tuner monsters
This card gains the following effects, depending on whose turn it is when it is Summoned.
- Your turn: Swap this card's original ATK/DEF, also, it can declare a second attack on monsters during the Battle Phase.
- Your opponent's turn: This card cannot be targeted or destroyed by card effects.  During the End Phase, you can send 1 Spell/Trap card from the field to the GY.
2000/2400
 

Next:

Is There a Doctor in the House?

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Is There a Doctor in the House?

Spell

Excavate as many cards from the top of the deck as possible up to the #of cards in your GY. If any excavated card is a monster matching the level of a monster in your GY, target 2 monsters with matching levels between the excavated cards and GY cards; special summon both targets and shuffle the excavated cards back into the deck, otherwise send all excavated to the GY and you cannot activate effects until the end of the turn. "Is There a Doctor in the House?" can only be activated once per a duel.

"pop corn pop"

Edited by ITSUKOSOADO
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30 minutes ago, ITSUKOSOADO said:

Is There a Doctor in the House?

Spell

Excavate as many cards from the top of the deck as possible up to the #of cards in your GY. If any excavated card is a monster matching the level of a monster in your GY, target 2 monsters with matching levels between the excavated cards and GY cards; special summon both targets and shuffle the excavated cards back into the deck, otherwise send all excavated to the GY and you cannot activate effects until the end of the turn. "Is There a Doctor in the House?" can only be activated once per a duel.

Gotta remember to put new prompts. /skip

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