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Flash Flyer - Sakura

Make a Spell/Trap Card Game

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Protection of the Ancestors

Continuous Spell

Target 1 face-up Normal Monster you control; each turn, while there is at least 1 card with that target's original name in your GY, the first time the targeted monster would be destroyed by battle or card effect, it is not destroyed. If the targeted monster is destroyed, destroy this card. You can only control 1 "Protection of the Ancestors".

 

Next: A card that interacts with your face-down banished cards in some way

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End of Amnesia

 

Quick-Play Spell

 

Effect: Shuffle up to 5 (min. 2) of your cards which are banished face-down back into your Deck, then draw 1 card. You cannot Special Summon monsters during the turn you activate this card.

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

Next:

CODE BLUE

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CODE BLUE

Spell Card

Target one face-up WATER monster on either side of the field. Special Summon a Link 2 Monster from your Extra Deck, ignoring its Summoning Conditions, but banish it during the End Phase.

Next: Side Decking

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Side Decking

Normal Spell 

If your LP are greater than or equal to your opponent's, pay LP until your LP are half of your opponent's: Declare 1 card name. Both players are permitted to check each other's hand and Deck for any cards with the declared name, and banish any cards with that original name, face-down. Then, each player that had a card(s) banished this way draws 1 card. If you would take damage from your opponent's card effect while this card is in your Graveyard, your opponent can discard 2 cards to add this card from your Graveyard to their hand. You can only activate 1 "Side Decking" per turn. 

The riskiest, goofiest, gimmickiest piece of nonsense I think I've ever designed. 

NEXT:

Repeat Replay

OR

Five-Finger Gamble

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Repeat_Replay.png

Repeat Replay/Normal Trap Card

If a Spell/Trap Card or monster effect is activated with an effect that would send a card(s) on the field to the GY, or that activates by sending a card(s) on the field to the GY: Target 1 monster you control: send it to the GY, and if you do, Special Summon that monster from the GY when this last effect in this Chain resolves, also for the rest of the turn after this effect resolves, neither player can send cards on the field to the GY by a card effect, or to activate a card effect.

 

NEXT UP: 

How about a Reptile-supporting Field Spell?

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Serpent's Burrow

Field Spell 

When this card is activated: You can add 1 EARTH Reptile monster from your Deck to your hand. Non-Reptile monsters on the field lose 200 ATK for each Reptile monster in your Graveyard, also the effects of monsters with 1000 or less ATK cannot be activated, except the effects of Reptile monsters. If you Normal  or Special Summon a DARK Reptile monster: You can destroy 1 card on the field. If a Reptile monster you control destroys your opponent's monster by battle, you can discard 1 card: Special Summon 1 Reptile monster from your Deck whose ATK is less than or equal to the original ATK of that destroyed monster. You can only activate each effect of "Serpent's Burrow" once per turn. 

 

NEXT:

"Five-Finger Gamble"

OR

A card that provides some benefit to multi-attacking monsters. 

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Battleground - Dispersion of Despair
Field Spell
If a monster(s) is destroyed by battle: Monsters on the same field(s) as that destroyed monster(s) lose 1000 ATK/DEF until the end of this turn. During Main Phase 1: The turn player can target 1 monster they control; this turn, only that monster can attack, also if it destroys a monster by battle, the opponent of its controller takes 1000 damage.

Next: A Spell/Trap that provides another method of Summoning an already existing Ritual or Fusion monster, or monsters.

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Fusion Duplication

Continuous Spell 

When this card is activated, you can reveal 1 non-Effect Fusion monster in your Graveyard that specifically lists exactly 2 Materials: Send 1 of those listed Materials from your hand or Deck to the Graveyard. If this effect was activated successfully, and this card is face-up on the field, when your opponent would activate the effect of a card in their hand: You can negate the activation, and if you do, Fusion Summon that revealed monster. You can only apply this effect of "Fusion Duplication" once per turn, and only once while this card is face-up on the field. If a Fusion monster that names 1 or more Materials is Fusion Summoned: You can Special Summon 1 of those named Materials from your Graveyard. 

How's that one? Most of the targets for this effect are of little consequence, but Sanwitch has some possible value as a target.

NEXT:

"Five-Finger Gamble"

OR

An equivalent to a powerful banned S/T, restricted to an archetype that isn't particularly strong.

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Five-Finger Gamble

Trap Card

You can only activate this card while you control exactly 5 different cards in your hand. Reveal your hand to your opponent, then shuffle your hand. Your opponent must call a card name and then pick a card from your hand. If your opponent called correctly, discard your entire hand. If your opponent called incorrectly, you may discard any number of cards from your hand and then draw the same number of cards.

Why the heck not

Next: Uncontrollable Catalyst

OR

An equivalent to a powerful banned S/T, restricted to (because I'm picky) the Meklord archetype.

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The_Gathering_Meklord_Army.png

The Gathering Meklord Army/Continuous Spell Card

Lore: If you control a "Meklord" monster(s), your opponent cannot place a monster on the field if the number of monsters they control would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect. The effects of your "Meklord Emperor" monsters that would activate by targeting a Synchro Monster can also be activated by targeting any monster on the field that was Special Summoned from the Extra Deck, also their effects cannot be negated.

 

NEXT UP:

How about a Premature Burial-like Equip Spell (meaning it'll need effects beyond the revival) for an Archetype that doesn't have any Equip OR Field Spells on retainer? Bonus points if they've never had any Spells to their name before.

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Arcane  Travel

Equip Spell

Target one "Dark Magician" in your graveyard: Pay 1000 Life points, then special summon that monster and equip this card to it. If that monster would be destroyed by battle, return it to the hand instead.

Note: Accidentally made a fusion spell there.

NEXT: A Lunalight Field Spell

OR

A Lunalight Continuous Spell 

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Lunalight Wilds

Field spell

When this card is activated add 1"Polymerization" or 1 level 4 or lower "Lunalight" monster from your deck or GY to your hand. "Lunalight" monsters you control gain 600 ATK. Once per turn. If you fusion summon a "Lunalight" monster, target 1 monster in your opponent's GY, special summon it in attack position to your opponent's field, but its ATK becomes 0.

Continuing the Braclet Girls

A windwitch field spell

Or

A lyrilusc field spell

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