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Abbie
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The Other Option

Counter Trap Card

If your opponent would choose to apply one effect listed by a card with an effect that allows the choice of one or more effects to be applied: You choose the effect applied instead.

 

The OCG on this can definitely be worded better but oh well. Basically, what it does is if you activate the effect of a card such as, for example, Half Or Nothing, which either ends the battle phase or reduces monsters' ATK, you choose the effect that would be applied in your opponent's stead. Wasn't 100% sure how to word it, so that mess of 'OCG' is what resulted.

 

Next Card: A Touch Of Evil

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A Touch of Evil

Equip Spell

Equip on to 1 Level 6 DARK monster you control: It gains 500 ATK and is treated as an "Archfiend" monster. If the equipped monster is used as a Fusion Material for the Fusion Summon of an "Archfiend" monster, the Fusion Monster gains the following effect:

• When this card is Fusion Summoned: It gains 500 ATK.

 

Yes, I realize that it only works for 3 Fusion Monsters.

 

Heavy Waters

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Heavy Waters

Continuous Trap

At the start of your opponent's turn, your opponent must negate the effects of a number of cards they control equal to the number of face-up WATER monsters on the field (or all cards they control, if they do not control enough cards). If you control a face-up non-WATER monster, destroy this card.

 

Drawlance Fighter

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Drawlance Fighter

DARK *****

Warrior/Effect

After resolving an effect that caused a player to draw a card(s): You can Special Summon this card from your hand, and if you do, it gains 1500 ATK for each card drawn.

ATK/0 DEF/0

 

Next Card: The God That Failed

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Barbed Drill Beak

WIND ***

Winged Beast/Union/Effect

When this card is Normal Summoned, you can destroy 1 Spell/Trap card you control; Special Summon 1 level 6 or lower monster from your hand.  Once per turn, you can either: Target 1 monster you control, equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.  The equipped monster gains doubled piercing.

1500/0

 

Yamatomato

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Yamatomato

EARTH | Plant | Level 3 | Effect

When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower Plant monster from your Deck or GY. If a Plant monster you control would be targeted for an effect: You can tribute this card, negate that effect.

1000/1000

 

Next: Mass of Jellyfish

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Um, Tink? It was "Break", not "Beak".

 

Mass of Jellyfish

WATER - Level 4 - Aqua/Effect - 1500/1800

During your Standby Phase, if you control a face-up "Jellyfish", you can Special Summon this monster from your hand or Graveyard. All "Jellyfish" and "Mass of Jellyfish" you control gain 300 ATK for each WATER monster you control. If a monster on the field is destroyed by battle, you can Special Summon 1 "Jellyfish" from your hand, Deck, or Graveyard (you can only activate this effect of this card's name once per turn).

 

Fragmentation Fragrance

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Bull in the Ring

FIRE ****

Beast/Effect

When this card is Normal Summoned: target 1 face-up monster your opponent controls. While this monster or that target remains face-up on the field: neither player can Summon monsters (but they can Set). Also, both monsters cannot be destroyed by battle or used as Material for the Summon of an Extra Deck monster.

1800/200

 

Bottom Runner (noting the existence of Top Runner in case you're strapped for ideas)

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Bottom Runner

WIND - Level 3 - Machine/Effect - 800/1000

If you Normal or Special Summon a WIND Tuner monster, you can Special Summon this card (from your hand). When this card is Special Summoned, you can add 1 "Top Runner" from your Deck or Graveyard to your hand. A WIND Synchro monster Summoned using this card and a WIND Tuner monster gains the effect of that Tuner.

 

Basically, if you use this guy and Top Runner, the Clear Wing you make (because really what else are you making) will boost your Synchros by 600, meaning that you've got a 3100 beater.

 

Spell Detonation: Swords for Cards

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Spell Detonation: Swords for Cards

Normal Spell

Destroy all Warrior monsters and face-up Spell Cards you control and draw cards equal to the amount of cards destroyed by this card's effect, but those cards cannot be used this turn. You can only activate 1 "Spell Detonation: Swords For Cards" per turn.

 

ViRal AI - Node Scanner

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ViRal AI - Node Scanner

LIGHT *

Cyberse/Effect

You can send this card from your hand or side of the field to the GY; Special Summon a number of Node Tokens (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) up to the number of monsters that are pointed to by Link monsters. If you Summon more than 2 monsters by this effect: end the Phase. Once per turn, except the turn this card was sent to the GY (Quick Effect): you can banish this card from your GY and target 1 Link monster you control; until the End Phase, if that target would be destroyed, you can destroy 1 monster that target points to instead.

0/0

 

Bubblegum Web

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Bubblegum Web

Traps - Continuous

Monsters cannot attack the turn they activate their effects. You can banish this card from your side of the field or GY (Quick Effect): Set 1 "Bubblegum Web" directly from your Deck.

 

Ideally, it's power creep on Swords of Revealing Light with some choices for your opponent. It can also be banished on your turn so your monsters aren't affected, and cycles through your Deck without being stupid like Toon Table of Contents.

 

 

I Axed You Nicely

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I Axed You Nicely

Counter Trap

If a card, effect, Summon, or attack would be negated by a card or effect: Pay 1000 LP; Negate that card/effect, and if you do, destroy that card. For the rest of the turn after this effect resolves, cards on the field cannot be destroyed or banished, and all damage either player takes is halved. "I Axed You Nicely" can only be activated once per turn, by either player.

 

Stake It All (from the very common line in the anime, "I'll stake it all on this one card!")

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Stake It All

Continuous Trap

Activate this card when you have 1000 or less LP, you control no monsters, and your opponent controls at least 2 monsters. Negate the effects of all monsters your opponent controls, also they cannot attack, and their ATK is reduced by 1000. You cannot take effect damage. This face-up card cannot be removed from the field or flipped face-down. During your second End Phase after activating this card: You lose the Duel.

 

Liberty or Death

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Liberty or Death

SPELL/Continuous

When this card is activated: Destroy all non-LIGHT monsters your opponent controls. Your opponent can negate the destruction of each monster by changing its Attribute to LIGHT. When your opponent Summons a monster: Its Attribute becomes LIGHT. During the Battle Phase, negate the effects of all LIGHT monsters on the field.

 

I thought this card would be interesting, since this could be a win-win for a Deck such as Ally of Justice.

 

The Secret of the Grand Master

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White Aura Scylla

WATER - Fish - Synchro

Level 12 - 3600/3200

 

1 WATER Synchro Tuner + 1 or more non-Tuner WATER monsters

Must be Synchro Summoned, and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Target 1 "White Aura" monster in your GY; Special Summon it, if you do, that monster can be treated as Tuner monster. Once per turn: Banish 1 monster you control; this turn, this card can attack all monsters your opponent controls, once each. If this card is destroyed by battle or card effect: Destroy all monsters on the field, except Fish monsters.

--------------------------------

Aromaseraphy Cananga

(Preferably Xyz)

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Aromaseraphy Cananga

EARTH/Plant-Type Xyz Effect Monster/Rank 3/1600 ATK/1200 DEF

Lore: 3 Level 3 Plant monsters

Once per turn, if you control a "Winds" Continuous Trap, you can also Xyz Summon this card by using a Level 1 "Aroma" monster as material. If Summoned this way: You gain 1400 LP. Once per turn, if this card battles an opponent's monster while your LP are higher than your opponent's: You can send 1 card your opponent controls to the GY. Once per turn, if you gain LP: You can detach 1 material from this card; Special Summon 1 Level 4 or higher Plant monster from your GY in Attack Position, but its ATK becomes 1600, also until the end of the turn, any monster that is sent to the GY is banished instead, except for Plant monsters.

 

Alrighty then, now onto another branch of the Aroma Line-up

 

Aromaseraphy Bergamot (Synchro, Link and Xyz's already been done-let's shoot for Fusion on her end)

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Aromaseraphy Bergamot

FIRE
Plant/Fusion/Effect

8/2800/2500

"Aromage Bergamot" + 1 "Aromage" monster

Must first be Fusion Summoned, or Special Summoned by Tributing the above monsters (in which case you do not use "Polymerization"). If your LP are higher than your opponent's, they cannot activate cards or effects during the Battle Phase. Once per turn, if you gain LP: Target 1 "Aroma" monster in your Graveyard; add it to the hand, then monsters you control gain ATK equal to the ATK of that card in the Graveyard until the end of the next turn

 

Sacrosanctity

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Sacrosanctity

Continuous Spell

During each of your Standby Phases, pay 1000 LP. If a player activates a monster effect from their hand, except an effect that Summons that monster (and only that monster), the player that activated that effect must pay 1500 LP. Neither player can negate the Summon of a monster, or a card that includes Summoning a monster in its card text.

 

Makes using handtraps actually cost something- In fact, the only noteworthy handtraps that aren't affected by this card are Battle Fader and Ghostrick Lantern! Also, this card blocks Summon negation, and negation of things like Ritual and Fusion Spells, battle floaters, etc, which means that actual Traps, like the Holes, might see some play.

 

Fits well with a card referring to something being sacred, not to be tampered with.

 

Food Fighter - Ramenman

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Food Fighter - Ramenman

WATER **

Plant/Effect

When this card is Normal or Special Summoned: excavate the top 5 cards from your Deck. Set any number of "Recipe Move" cards from among them to either player's Spell/Trap Zones in the same column as this card, then send the rest of the cards to the GY. If a "Recipe Move" card is activated in the same column as this card, you can send this card to the GY; Special Summon 1 "Food Fighter" monster from your GY except "Food Fighter Ramenman".

500/400

 

Recipe Move - Sugar Rush

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