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Immolvable

Continuous Trap

When this card is activated, you can add 1 "Immolva" monster from your Deck to your hand, but you cannot Summon the added monster this turn. You can Special Summon 1 "Immolva" monster from your hand or GY in face-up Defense Position (you can only activate this effect of this card's name once per turn). "Immolva" monsters you control cannot be destroyed by your opponent's card effects.

 

Immolvasion Force Alpha

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So I’m seeing a couple synergies with the “Immolva” archetype here:

  • Cannot be Normal Summoned (but can be set I guess?)

  • Defensive tactics despite being a game where Rekindling exists (looks like the first monster was intended to have synergy but Squad just said nope to that idea.)

  • FIRE Level 1 monsters

This is feeling as if the Squads would be fire fighting Warrior monsters with the actual Wildfires being Psychic as if caused by a supernatural occurrence.

 

The name you gave me sounds like it could be a monster or a Field Spell. I’ll try to make something that molds everything thus far together, and hope that a couple other people make some Monster for all of the support that’s already been made:

 

Immolvasion Force Alpha

Field Spell

When this card is activated: Special Summon 1 “Immolva” monster or a FIRE monster with 200 ATK. “Immolva” monsters you control gain 800 Def. If your opponent would destroy an “Immolva” monster or a FIRE monster with 200 ATK you control: You can send 1 FIRE monster with 200 ATK from your deck to your GY instead. You can only use each effect of “Immolvasion Force Alpha” once per turn.

 

This is less of a card and more of a clue to what I believe the deck should try to do. Hope you get it, as another clue will be in my card name:

 

Rekindling 2

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Rekindling 2

Normal Spell

Special Summon as many "Immolva" monsters and/or FIRE monsters with 200 or less ATK from your Graveyard as possible in face-up Defense Position. Monsters Summoned this way cannot activate their effects, be Tributed, or be used as Material for a Summon. Once while this card is in your Graveyard, you can target 1 face-up FIRE monster you control: That target gains 1000 DEF.

 

Immolvasive Units

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Immolvasive Units

Trap Card

Continuous

If a FIRE monster is destroyed: You can Special Summon 1 "Immolva" monster from your Deck whose ATK is equal or lower than the ATK of the destroyed monster when it was on the field. If this card is sent to the GY: You can target 1 "Immolva" monster in either player's GY; Special Summon it in face-up Attack Position. You can only use each effect of "Immolvasive Units" up to twice per turn.

 

 

Next:

Re-rekindling

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Immolvasion Lander

Spell Card

Type: Continuous

All FIRE monsters you control gain 400 DEF. The first "Immolva" monster that would be destroyed by battle each turn, it is not destroyed. You can choose 1 card you control or in your hand; destroy it, and if you do, add 1 "Immolva" Spell/Trap Card from your Deck, except "Immolvasion Lander". You can only use this effect of "Immolvasion Lander" once per turn.

 

 

Next:

Skyrocket Launcher

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Skyrocket Launcher

Continuous Spell

Once during either player's turn (Quick Effect): You can discard 1 monster from your hand, and if you do, destroy all monsters on the field with less ATK than the discarded monster. If a monster on the field is destroyed by a card effect, inflict damage to its controller equal to its ATK in the Graveyard.

 

Immolvasion Shocktrooper (this archetype has 2 monsters and no one is making more. Uuuugh)

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Immolvasion Shocktrooper

Trap Card

Type: Continuous

Target 1 monster in your opponent's field or GY; Special Summon this card as an Effect Monster (Warrior-Type/FIRE/Level 1/ATK 200/DEF 200). (This card is also still a Trap Card.) It gains DEF equal to that target's ATK. If you control 2 or more "Immolva" cards, you can activate this card from your hand. You can only activate 1 "Immolvasion Shocktrooper" per turn.

 

 

Next:

Flare Decahedron

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Flare Decahedron

Continous Spell

 

You can only control 1 face-up "Flare Decahedron". During either player's turn, you can activate one of these effects:

-All FIRE monsters you control 1000 ATK, but loses 1000 DEF until the End Phase.

-All FIRE monsters you control 1000 DEF, but loses 1000 ATK until the End Phase.

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Emerging From the Abyss

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Immolvasion Squad Beta

FIRE

Warrior/Tuner/Effect

1/200/200

Cannot be Normal Summoned (but can be Normal Set.) Gains DEF equal to the DEF of all other "Immolva" monsters you control. "Immolva" monsters you control can attack in Defense Position, using their DEF for damage calculation. You can target 1 "Immolva" monster in your Graveyard; Special Summon it, then this card loses DEF equal to the number of "Immolva" monsters on the field x300. You can only use this effect of "Immolvasion Squad Beta" once per turn.

 

Streik, the Immolvator

(FIRE monster)

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Streik, the Immolvator

FIRE - Level 1 - Psychic/Effect - 0/1000

Cannot be Normal Summoned (but can be Normal Set). You can banish 1 "Immolva" card from your GY to Special Summon this monster from your hand. "Immolva" monsters you control can attack in Defense Position, using their DEF for damage calculation. All "Immolva" monsters you control gain 200 DEF for each "Immolva" monster you control at the start of the Battle Phase.

 

Immolvasion Assault Force

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Immolvasion Assault Force

FIRE

Level 2

Fiend/Synchro/Effect

200/1700

1 FIRE Tuner + 1 non-Tuner

This card gains DEF equal to the total DEF of all other face-up FIRE monsters you control. "Immolva" monsters you control can attack in Defense Position, using their DEF for damage calculation. While this card's DEF is 3500 or higher, your opponent cannot activate cards during the Battle Phase. Once per turn, you can reduce this card's DEF by 1500: Special Summon 1 Level 2 or lower FIRE monster from your hand or Graveyard, except "Immolvasion Assault Force".
 
Immolvasion Scouter
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Immolvasion Scouter

Spell

Look at your opponent's hand. Special Summon a number of "Immolva" monsters from your hand or GY up to the number of monsters in their hand. Their original DEF becomes 1000. You can banish this card from your GY and declare a card name: If your opponent Summons a monster or activates a card with the declared card's name during their next turn, you can send up to 3 FIRE monsters from your Deck to the GY.

 

Nak, the Immolvable

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Nak, the Immolvable

FIRE - Level 1 - Warrior/Effect - 500/800

Cannot be Normal Summoned. FIRE monsters you control gain DEF equal to their ATK. If this monster destroys your opponent's monster by battle, you can increase this monster's ATK by the ATK of the destroyed monster, then this monster can declare an additional attack (you can only activate this effect of this card's name once per turn). If an "Immolva" monster you control would be destroyed by your opponent's card (by battle or card effect) you can reduce this monster's ATK by 500: That monster(s) is not destroyed.

 

Royal Immolvakind

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Royal Immolvakind
FIRE - Level 1 - Warrior/Tuner/Effect - 0/200

Cannot be Normal Summoned. Quick Effect: You can send this card from your hand or field to the GY; until the End Phase, FIRE monsters you control cannot be targeted or be destroyed by your opponent's card effects. If you control no monsters: You can banish this card from your GY; Special Summon 1 "Immolva" monster from your Deck. You can only use this effect of "Royal Immolvakind" once per turn.

 

Next - Painful Loss

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F.A. Barrier Buster

WIND
Machine/Effect

4/0/1400

Gains ATK equal to its Level x 300. Unaffected by your opponent's Trap effects. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, change all monsters your opponent controls to Defense Position, also "F.A." monsters you control inflict piercing damage.

 

Revendread Memorial

(Field Spell)

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Revendread Memorial

(Field Spell)

When this card is activated: You can add 1 "Vendread" card from your Deck to your hand, except "Revendread Memorial". Zombie monsters you control gains 300 ATK and 200 DEF. Once per turn: You can banish 1 Zombie monster you control; Special Summon 1 "Vendread" monster from your hand, Deck, or GY with a Level equal to the banished monster's. You can only activate 1 "Revendread Memorial" per turn.

 

Shiranui Amaterasu

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Shiranui Amaterasu

FIRE/Zombie/Tuner/Effect

Level 3 - 800/1200

 

If this card is Normal Summoned: Target 1 banished "Shiranui" monster, return it to your GY. For Synchro Summon of Zombie-Type monster, you can use monsters from your hand(including this face-up card on the field), but banish those materials instead of sending them to GY. You can use these effects of "Shiranui Amaterasu" once per turn.

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Destiny Bonds of Ritual Beast

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  • 2 weeks later...
  • 2 weeks later...

MY TIME HAS COME

 

Yubel, Terror of the Cyverse

 

DARK/Fiend-Type Link Effect Monster/0 ATK

 

Link Markers: Left, Right

 

Lore: 2+ DARK monsters whose total Levels equal 10 or more

Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card. Your opponent must Tribute  If this card is destroyed by a card effect: You can Special Summon from your hand, GY, or among your banished cards, 1 DARK monster that can be Normal Summoned/Set or 1 non-Link DARK monster that specifically lists "Yubel" on it, ignoring its Summoning conditions.

 

And now we return to your regularly scheduled hand trap deluge with.....

 

Dark Valley Shaman (A DARK Counterpart supporting non-Tuner version of this. Bonus points if it's a good Flip or Union monster.

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Dark Valley Shaman

DARK | Spellcaster / Flip / Effect

LV3 | 1200 / 1200

FLIP: Return 1 face-up monster on the field to the hand.

If this card is in your Graveyard: You can change 1 face-down Defense Position monster you control to face-up Defense Position; Special Summon this card in face-up Defense Position, but banish it when it leaves the field. You can only use this effect of "Dark Valley Shaman" once per turn. Once per turn: You can change this card to face-down defense Position.

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Evil HERO DeVille

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Evil HERO DeVille

Level 5

DARK Fiend / Effect

1800 / 1600

When this card on the field is destroyed: Send 1 "HERO" monster from your deck to your GY. You can Fusion Summon 1 "Evil HERO" Fusion Monster from your Extra Deck, by banishing this card and 1 other "HERO" monster from your GY as Fusion Materials (this is treated as a Special Summon with "Dark Fusion"). You can only use this effect of "Evil HERO DeVille" once per Duel.

 

Zanius the Almighty

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