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Make a Spell/Trap Card Game


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[spoiler ninja'd]
Alien Midnight Technology
Equip Spell
Equip to an opponent's monster. It cannot be used as Material for the Summon of an Extra Deck monster. During your turn, take control of the Equipped monster. If it has an A-Counter, it is treated as an "Alien"
monster with the following effect:
- If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.


Next card name:
"Pandora's Jewels"

 

 

/skip

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(I totally didn't rip out the round 2 theme for Leaderboard from here...)   Majespecter Rescue Normal Spell (1) Add up to 3 face-up "Majespecter" monsters with different names in your Extra Deck to yo

Spell Collection Field Spell Cannot be activated, except at the start of your Main Phase 1. Cannot be destroyed or targeted by card effects. Neither player can Set cards. Both players can activate Tra

Fleeting Winds SPELL Normal Effect: Target 1 "Aroma" monster in your GY or banished pile. Special Summon it, but banish it face-down during the End Phase. -------------------------

[spoiler=Ninja'd.]

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Baina Haimara

Equip Spell Card

 

Lore: Each time a card or effect is activated, except an Equip Spell, the equipped monster's controller must destroy 1 card they control, except this equipped card, when that effect resolves. When they do: They gain 500 LP. The equipped monster's controller cannot activate monster effects in response to the activation or effects of this card. You can banish this card from your GY, then target 1 monster you control; this turn, it gains 500 ATK for each card destroyed by this card's effect, also it cannot attack directly. You can only use this effect of "Baina Haimara" once per turn.

 

Do check the Punjabi translation for this name, I promise you it'll be a smashing discovery in and of itself. [spoiler=Translation for the disinclined]Its Punjabi for "Ban Hammer".

 

 

 

 

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Toss of Truth

Normal Spell Card

 

Lore: Toss a coin and call it. If you called it wrong, negate the effects of 1 face-up card on the field, until the end of the next turn. If you called it right, repeat the process until you call it wrong, then banish cards from the field, but not more than the number of results you called right, also return those banished cards to the field during the end of the next Standby Phase. You cannot attack directly, nor activate other Normal Spells, during the turn you activate this effect.

 

 

NEXT UP: 

 

How about Field Spell whose effect is based off a classic board game, your choice! The catch? The name of that board game cannot appear anywhere in the Field Spell's name.

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Bids and Bidders

Field Spell Card

After this card has been activated, the turn player can declare a zone on his opponent's side of the field once per turn: Both players must elect to pay any amount of LP from 0 to 3000. If the turn player has paid the bigger amount of LP, his opponent cannot use that zone until he, in his turn, declares to pay any amount of LP that is at least 100 LP higher than the amount paid by the turn player. This zone prohibition effect remains even if this card leaves the field.

 

Pretty easy to guess what board game I chose, huh

 

Next: I am actually entertained. I choose to be ninja'd so that the next person does Black D'Sceptyr's prompt again.

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  • 3 weeks later...

Monsterfleets

Field Spell

When this card is activated: Take 1 "Monsterfleets" from your Deck or GY and activate it in your opponent's Field Zone. Once per turn, during your Standby Phase: Declare 1 card name; choose 1 random card in your opponent's hand, and if it is a card with the declared name, destroy it. During the End Phase, if you have no cards in your hand: Destroy as many cards in the Field Zones as possible, then take 2000 damage.

 

Next: Like Transmission Gear, another Spell/Trap that allows the players to play rock-paper-scissors.

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Six-Sided Roshambo

Trap Card

During the End Phase, if this card is set on your side of the field, you must activate it (Except during the turn it was set), then play a game of rock-paper-scissors with your opponent. Activate one of these effects depending on the result (If a tie occurs, play again):

  • Play rock and win: Special Summon a Monster from your hand or GY to your side of the field, ignoring its summoning conditions, then destroy it during the next End Phase.
  • Play paper and win: Add 1 Spell Card from the Deck to your hand. You can activate it immediately if you are able and desire to do so.
  • Play scissors and win: Add 1 Trap Card from the Deck to your hand, or set it on your side of the field.
  • Play rock and lose: Your opponent Special Summons a Monster from their hand or GY to their side of the field, ignoring their summoning conditions. That monster is destroyed during the next End Phase.
  • Play paper and lose: Your opponent adds 1 Spell Card from the Deck to their hand. They can activate it immediately if they are able and desire to do so.
  • Play scissors and lose: Your opponent adds 1 Trap Card from the Deck to their hand, or set it to their side of the field.

 

well that was fun

 

Next: A Spell/Trap that allows you to remain playing the game with 0 LP under a certain condition (said condition is up to you).

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Done and done. (but you won't be, thanks to...)

 

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Paradoxian Passover

Continuous Trap Card

 

Lore: When you would take damage that is higher than your LP, when there are no Paradox Counters on this card, place 1 Paradox Counter on this card, then your LP becomes 0. Each time you would take 500 or more damage while there is a Paradox Counter on this card, place 1 Paradox Counter on this card for every 500 damage you would have taken, instead. While there is a Paradox Counter on this face-up card, you cannot lose the Duel by your LP becoming 0. When the 8th Paradox Counter is placed on this card, you lose the Duel. If you have no Traps in your GY, you can activate this card from your hand. 

 

 

NEXT UP: 

 

Should be simple this time around. A Field Spell with an Alternate Win Condition is what I'd like to see right about now. The catch? It can't involve damage or LP being at a certain level to get the A.W.C.

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Victor's Visions

Field Spell

 

Either Player may activate the effect of this Face-Up card, but only once per turn. During your Main Phase 1: Target 1 monster you control and 1 monster your opponent controls: Place 1 Victor's Counter on those targets. During the Battle Phase, neither player can take LP damage (but LP can still be paid as a cost) and only monsters with Victor's Counters may declare an attack, and only against monsters that have Victor's Counters. At the end of the Battle Phase, if a monster has 3 or more Victor's Counters, the Player that controls that monster wins the Duel.

 

Next, how about a trap that punishes Tribute Summoning (I'm not salty, Monarchs, you're salty)

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Sabotage Through Sacrifice

Continuous Trap Card

While this card is face-up on the field, tributed monsters are returned to the deck instead of being sent to the GY, and Tribute Summoned monsters can't activate their effects.

 

Next: A Spell/Trap card that shuts down Link Summoning or Link Monsters in general.

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Code Breaklink

Continuous Trap Card

This card’s effect cannot be negated.

When this card is activated, return all co-linked Monsters to the Extra Deck. Link Monsters must be Summoned with materials equal to the Link Monster’s Link Rating. Any Link Monster that is Summoned without using a number of Link Material equal to the Link Rating of the Link Monster is banished Face-Down.

 

N/C:

Evil-Sealing Oak

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Evil-Sealing Oak

Continuous Trap

Banish 1 Plant monster from your Graveyard to activate this card. Once per turn, you can target 1 Special Summoned monster your opponent controls (Quick Effect): That target's Continuous Effects are negated, also it cannot be used as Material for a Summon. These changes apply until the end of the turn, even if this card leaves the field. If this face-up card in a Spell/Trap Zone is sent to the Graveyard: You can Special Summon up to 2 of your banished Plant monsters. You can only activate this effect of "Evil-Sealing Oak" once per turn.

 

Spiritual Summon Art - Eternal Blaze

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Spiritual Summon Art - Eternal Blaze

Trap Card

Target 1 FIRE monster in your hand or GY: Special Summon it to your side of the field, then, if that monster has the word "Hiita" on its original card name, Special Summon 1 FIRE monster from your deck, and, if the conditions are appropriate, you can choose to Summon a monster from your Extra Deck that can use the two Special Summoned monsters as materials.

 

Next: A spell/trap card with a draw effect, named "Pitiful Excuses"

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How about TWO draw effects on that sucker, @@Kazuchika Okada ?

 

Pitiful_Excuses.png

 

Pitiful Excuses

Continuous Spell Card

 

Lore: When this card is activated, negate the effects of the next monster(s) that is Summoned this turn (even if this card leaves the field). Each time a card or effect is activated that would negate the effects of another card(s), draw 1 card immediately after it resolves. Before resolving a card or effect that would target and/or destroy this card: Draw 1 card. 

 

 

NEXT UP:

 

In the same vein as Labyrinth of Nightmare, make a Spell/Trap that has, as its name, the name of a Series 10 Booster Pack. Bonus points if it supports one of the main Archetypes of its name-dropped pack (but you do have to mention which if it's not obvious.)

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Savage Strike

Quick-Play Spell

Target 1 face-up monster you control that was Summoned from the Extra Deck: For the rest of the turn, your opponent's monsters on the field have their effects negated unless they have battled the target this turn, but all monsters your opponent controlled when this card was activated cannot be destroyed by battle. For the rest of the turn, each time that target battles: You can Special Summon 1 Level 4 or lower monster with the same original Type and Attribute as that target, but all monsters Summoned this way are destroyed at the end of the Battle Phase. You can only activate 1 "Savage Strike" per turn.

 

Take a wild guess as to who would use this.

 

Here's a fun one: Create a card that, in the vein of "Good Goblin Housekeeping" or "Spell Power Grasp", requires running multiples of it specifically to proc, but that has a secondary card that accomplishes some secondary purpose (eg, "also, if "Upstart Goblin" is in your Graveyard")

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Ghost Covenant

Trap Card

When you activate this card, you can reveal as much cards with "Ghost Covenant" in their original name in your hand or set on your side of the field as possible, activate them, and then Special Summon monsters from your GY up to the number of "Ghost Covenant" cards activated. Alternatively, if a card with "Monster Reborn" in its original name is in your GY, you can also Special Summon monsters from your opponent's GY. You cannot Special Summon any other monsters the turn you activate this card.

 

Next: A card that indirectly helps summon a monster with a really hard requirement (Meaning a card that could for example, help in summoning Gate Guardian or FGD, but has no mention of the card name or its material in its card text).

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Darkfire Emergency

Normal Trap

If your opponent Special Summons exactly 1 monster from their Extra Deck during Main Phase 1: Special Summon 1 monster from your hand, Extra Deck, or Graveyard with "If this card is destroyed by battle" in its card text; it becomes the Battle Phase, and your opponent's Summoned monster must attack the Summoned monster. While this card is in your Graveyard, monsters on the field cannot leave the field by their own effects. You can only activate 1 "Darkfire Emergency" per turn.

 

Take a wild guess. Fun fact: That Graveyard effect makes PSY-Frames entirely unplayable, Rokkets aggressively bad, and Yosenjus unable to bounce themselves.

 

Create a "Fusion"/"Polymerization" card that grants the Summoned monster an effect.

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Experiment Fusion

Spell

This card is always treated as "Polymerization." Special Summon from your Extra Deck 1 Fusion monster using monsters on your Field or in your Hand as materials, and if you do: Send 1 Effect monster from your Hand or Field to the GY: The Summoned Fusion monster has its effect replaced with the printed effect of the sent monster.

 

How about a Trap that punishes Hand Traps OR Solemns

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Malicious Gifts

Continuous Trap

(Quick Effect): You can activate this card from your hand, but you cannot Summon monsters with Quick Effects this turn. Once per turn, if your opponent activates a monster effect from their hand: You can negate that effect, then Special Summon that monster to your field in Defense Position with its effects negated.

 

Hierarchal Summon Art - Infinite Shadow

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Hierarchal Summon Art - Infinite Shadow

Continuous Trap

You can target 1 DARK monster you control that was Normal Summoned/Set or Special Summoned by this card’s effect; Special Summon 1 DARK monster from your Deck in Defence Position whose Level is 1 higher than that target, then shuffle that target into the Deck. You can only use the effect of “Hierarchal Summon Art - Infinite Shadow” once per turn.

 

Next: A Spell/Trap that requires the Tribute of a monster with a specific Attribute other than DARK.

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Extension of the Spirit

Equip Spell

This card can only be equipped to a Fusion, Synchro, or Xyz monster. If you control no monsters and your opponent declares a direct attack: you can banish this card from your GY; Fusion, Synchro, or Xyz Summon a monster from your Extra Deck using monsters in your hand and/or in your GY as material (cards being used as Fusion or Synchro Material are banished). A monster Special Summoned by this card's effect is returned to the Extra Deck during the End Phase. You can only use this effect of "Extension of the Spirit" once per duel. Depending on what type of monster this card is equipped to, apply the appropriate effect:

*Fusion: If the equipped monster destroys an opponent's monster by battle; add 1 "Polymerization" from your Deck to your hand.

*Synchro: If the equipped monster destroys an opponent's monster by battle; add 1 Tuner monster from your Deck to your hand.

*Xyz: If the equipped monster destroys an opponent's monster by battle; add 1 monster from your Deck to your hand that has the same Level as a monster you control.

 

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"Frozen Oasis"

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Frozen Oasis

Field Spell

Neither player can Special Summon monsters, unless they control a Normal Summoned monster. A player that controls exactly 1 monster during their Draw Phase draws 1 additional card during that Draw Phase. When this card is activated, and during each Standby Phase, each player targets 1 Monster Zone on their field: Each player cannot activate monster effects on the field during a turn they targeted a Zone with this effect, except the Zone they targeted (even if this card leaves the field).

 

Aerial Barrage

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Aerial Barrage

Quick-Play Spell

Activate only while you control exactly 1 WIND attribute monster. Banish it, then Destroy all monsters your opponent controls, and return all Set Spell or Trap cards to their owner's Hands.

 

A LIGHT parallel to any of the Destruction virus cards

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[spoiler=ignore me, I'm a funking idiot]

Card Consumption Blaze

Normal Trap

Tribute 1 FIRE monster with 1000 or less ATK: Look at your opponent's hand, and destroy all monsters on your opponent's field and in their hand with 1500 or more ATK, and inflict 200 damage to your opponent for each monster destroyed by this effect. Then, until the third turn after this effect was activated, apply the following effect:

●If your opponent Summons a monster(s) with 1500 or more ATK, inflict 200 damage to your opponent for each. Each time your opponent takes damage by this effect, destroy all monsters your opponent controls whose ATK exceeds your opponent's LP. Your opponent takes no damage from effects while this effect is applied, except by this effect.

You can only activate 1 "Card Consumption Blaze" per turn.

 

Crush Card for FIRE, given a more modern retooling.

 

Create a card that joins Derricrane in the "effect that triggers when detached from an Xyz monster" club.

 

 

 

Sorry, saw the I and thought FIRE, because I don't make generic LIGHT support on principle most of the time.

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