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Hyperglyph - Akhushtal

WIND ******

Rock/Effect

You can reveal this card in your hand and target 1 card in your opponent's hand; your opponent reveals that target.  If that target was a monster, your opponent Special Summons that target, then you Special Summon this card.  Switch control of those monsters.  You can only use this effect of "Hyperglyph - Akhushtal" once per turn.  If this card was Special Summoned by this effect: you cannot Special Summon monsters from the Extra Deck.  You can discard 1 card during your End Phase to give control of this card to your opponent.  If this card is Tribute Summoned: you can target 1 face-up card your opponent controls; return it to the hand.

2000/2000

 

Studying Hyperglyphs

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Studying Hyperglyphs

Quick-Play Spell

Until the end of the next turn, your opponent must reveal any card added to its hand, including by drawing. You can banish this card from your GY: Add 1 "Hyperglyph" Spell/Trap Card from your Deck to your hand, except "Studying Hyperglyphs". You can only use this effect of "Studying Hyperglyphs" once per turn.

 

 

Next:

Railgun Roulette

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Railgun Roulette

Quick-Play Spell

Roll a six-sided die twice, and apply the appropriate effects (if possible) based on the results.

  1. Take 800 damage.
  2. Both players target 1 card their opponent controls: destroy those targets.
  3. Your opponent takes 800 damage.
  4. 1 monster on each side of the field gains 1000 ATK until the End Phase.
  5. Both players draw 1 card, then discard 1 card.
  6. Both players take 2000 damage.

Next:

Acrophobia

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Folklord Wendeigo

LIGHT ****

Zombie/Effect

If this monster is Summoned: equip all "Folklord Wendeigo" in your Graveyard to this card as Equip Spells.  When this card battles: destroy 1 Equip Spell equipped to this card, and if you do, banish the monster this card battles before damage calculation.  If you cannot destroy an Equip Spell: target 1 other monster you control; equip this card to that target.  Otherwise, destroy this card.  A monster equipped with this card is unaffected by Monster effects.

100/1200

 

Height of Heights

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Height of Heights

Field Spell

Cards and effects cannot be activated in response to the Summon of WIND monsters, or in response to the activation of their effects. Once per turn, the turn player can place 1 Landslide Counter on this card. If there are 3 Landslide Counters on this card, destroy it and all monsters on the field.

 

Daybreak Frontline

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Daybreak Frontline

Trap Card

When your opponent declares an attack on a LIGHT monster you control: you can target the attacking monster, negate it's attack, and destroy all other monsters your opponent controls. When this card is in the GY, except the turn it was sent there: you can banish this card from your GY, target 1 LIGHT monster you control, it gains 500 ATK and can attack twice each battle phase this turn. You can only use each effect of "Daybreak Frontline" per turn.

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True Oblivion

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True Oblivion

Continous Trap

 

Activate this card by paying  LP so that you only have 100 left. As long as this card is face-up on the field, all monsters on the field loses ATK equal to amount of LP you paid, and neither player can attack while they control 0 ATK monster. Activation and effect of this card cannot be negated, and cannot be targeted by card effects.

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Hyperglyph - Metztli

(PS: Metztli is Aztec goddess of moon)

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Hyperglyph - Metztli

DARK/Rock/Level 7/2400 ATK/1600 DEF

You can reveal this card in your hand and target 1 card in your opponent's hand; your opponent reveals that target, then if that target was a monster, your opponent Special Summons that target, ignoring its Summoning conditions, also you Special Summon this card. When Summoned this way; Switch control of both monsters Summoned by this card's effect.  You can only use this effect of "Hyperglyph - Metztli" once per turn.  If this card was Special Summoned by its effect, you cannot Special Summon monsters from the Extra Deck.  During your End Phase, you can discard 1 card to give control of this card to your opponent.  If this card is Tribute Summoned: You can take 1 "Hyperglyph" Spell/Trap from your Deck, and either add it to your hand or send it to the GY. 

 

NEXT:

 

Hyperglyph - Xipe (God of Spring, let's keep this train going. (ATK/DEF that totals to 4000 would also be a nice plus)

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Hyperglyph - Xipe

LIGHT / Rock / Effect

Level 7 - 1800/2200

 

You can reveal this card in your hand and target 1 card in your opponent's hand; your opponent reveals that target. If that target was a monster, your opponent Special Summons that target, then you Special Summon this card. Switch control of those monsters. You can only use this effect of "Hyperglyph - Xipe" once per turn. If this card was Special Summoned by this effect: Controller of this card cannot Pendulum Summon monsters. You can discard 1 card during your End Phase to give control of this card to your opponent. If this card is Tribute Summoned: Target 1 Tributed monster in either player's GY; return it to owner's Deck.

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Unsealed Tome of Hyperglyphs

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(Bumpy)

 

Unsealed Tome Of Hyperglyphs

Normal Spell

 

You can discard this card from your hand, add 1 "Hyperglyph" Spell/Trap card from your GY to your hand. If you drew this card during Draw Phase: Reveal this card until the end of this turn. When you activated this revealed card: All "Hyperglyph" monsters you control gains 200 ATK and DEF for each "Hyperglyph" card you control. You can only activate 1 "Unsealed Tome Of Hyperglyphs" per turn.

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Altar Of The Hyperglyphs

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Altar of the Hyperglyphs

Continuous Spell

When a card is revealed in your hand: You can target 1 "Hyperglyph" monster on the field; it is unaffected by other effects, except its own. You can reveal this card in your hand (Quick Effect): 1 "Hyperglyph" monster you control gains ATK equal to half the ATK of another monster on the field.  You can only activate 1 effect of "Altar of the Hyperglyphs" per turn, and only once that turn.

 

 

Surreptitious Sovereign

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Beartrap-in-the-Box

Normal Trap

If a monster attacks: Destroy up to 3 Spell/Trap Cards on the field. Then, if this card was activated in response to your opponent's monster's attack, apply the appropriate effects:

●Reduce the ATK and DEF of all monsters your opponent controls by 500 for each Spell Card this card destroyed, then all monsters you control gain ATK equal to the amount lost.

●Inflict 500 damage to your opponent for each Trap Card this card destroyed, then gain LP equal to the amount of damage inflicted.

 

Cards for Oaths

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Cards for Oaths

Type: Continuous Spell

Effect: When this card is activated: Draw 1 card. Once per turn: You can discard any number of cards. If you do not discard at least one card during your turn; destroy this card. During your turn: Activate one of the following effects depending on the number of cards you discarded this turn.

 

1: Draw 1 card.

2: Destroy 1 card on the field.

3: Banish 1 card on the field.

4: Destroy all cards your opponent controls.

5: Banish all cards your opponent controls.

 

. . .

 

A Captain Without A Crew

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A Captain Without a Crew

DARK - Level 4 - Warrior/Effect - 2800/0

When this card is Summoned: Shuffle all other cards you control into the Deck. Monsters your opponent controls have their effects negated until after the end of a Battle Phase in which they battled this card. You cannot Summon monsters (but you can Set).

 

Violet Radiance

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Hunter Arm: Crescent Rose

EARTH - Level 4 - Plant/Union/Effect - 1700/1200

If you control a face-up "Hunter Arm" card: You can Special Summon this card from your hand. If this card is equipped with a Union monster, and this card battles: Increase this card's ATK by 300, also negate the effects of the opposing monster. Once per turn, you can equip this card to a face-up monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would leave the field, you can destroy this card instead). The equipped monster gains 1 additional attack per Battle Phase.

 

Hunter Arm: Spiral Blade

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Hunter Arm: Spiral Blade

EARTH
Plant/Union/Effect

4/1500/1400

If you control a face-up "Hunter Arm" card: You can Special Summon this card from your hand. If this card is equipped with a Union monster, and this card attacks: it gains 300 ATK, also your opponent cannot activate Spells/Traps until the end of the damage step .Once per turn, you can equip this card to a face-up monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would leave the field, you can destroy this card instead). The equipped monster inflicts piercing battle damage.

 

Hunter Arm: Serrated Ivy

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Hunter Arm: Serrated Ivy

EARTH - Level 4 - Plant/Union/Effect - 1800/1100

If you control a face-up "Hunter Arm" card, you can Special Summon this card from your hand. If this card is equipped with a Union monster, and this card attacks: Increase this card's ATK by 300, also you can destroy 1 card on the field at the end of the Damage Step. Once per turn, you can equip this card to a face-up monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would leave the field, you can destroy this card instead). If the equipped monster inflicts battle damage to your opponent: Add 1 "Hunter Arm" monster from your Deck to your hand, and if you do; you can add 1 "Hunter Arm" monster from your Graveyard to your hand.

 

Hunter Arm: Clover Axe

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Hunter Arm: Clover Axe

EARTH

LINK - 2

Plant/Link/Effect

2000/SE, SW

 

2 "Hunter Arm" monsters

 

When this card is Link Summoned: Equip 1 "Hunter Arm" monster from your Deck directly to this card. Once per opponent's turn (Quick Effect) you can activate this effect: This turn, your "Hunter Arm" cards cannot be destroyed by card effects, except their own. While this card is equipped with a Union monster, and it attacks: it gains 100 ATK for each "Hunter Arm" monster it points to and each "Hunter Arm" Spell you control.

 

 

Hunter Arm: Daisy Mace

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@@Bringerofcake - Clover Axe is literally unSummonable. Read its Material line.

 

Hunter Arm: Daisy Mace

EARTH - Level 4 - Plant/Union/Effect - 1900/1000

If you control a face-up "Hunter Arm" card: You can Special Summon this card from your hand. If this card battles while equipped with a Union monster: Increase this card's ATK by 300, also banish 1 card from your opponent's hand at random. Once per turn, you can equip this card to a face-up monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would leave the field, you can destroy this card instead). If the equipped monster destroys your opponent's monster by battle: You can Special Summon 1 "Hunter Arm" monster from your hand or Graveyard.

 

Hunter Arm: Dandelion Shield

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My bad, I kept doing that when I was writing the effect but I went back and fixed those. Guess I missed one lol

 

Hunter Arm: Dandelion Shield

EARTH

Plant/Union/Effect

4/900/2000

If you control a face-up "Hunter Arm" card: You can Special Summon this card from your hand. If this card battles while equipped with a Union monster: Increase this card's ATK by 300, also you take no damage from the battle. Once per turn, you can equip this card to a face-up monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would leave the field, you can destroy this card instead). If the equipped monster destroys your opponent's monster by battle: You can shuffle it into the deck.

 

Hunter Armory

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Hunter Armory

Field Spell

When this card is activated: Add 1 "Hunter Arm" monster from your Deck to your hand. If the ATK of a "Hunter Arm" monster is changed by its own effect: Inflict damage to your opponent equal to the difference between its current and original ATK. Your opponent must conduct their Battle Phase, and their monsters must attack in order of lowest to highest ATK, with your monster as an attack target if possible. If this card is destroyed, activate this effect: Your opponent cannot activate Field Spell Cards, the effects of Field Spell Cards, or effects that include "Field Spell Card" in their card text, until your next Standby Phase.

 

Hunter Arm: Thorn Javelin

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