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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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(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. -------------------------

  • 4 weeks later...

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/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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  • 7 months later...

Lyrilusc Cage Stage

Field Spell

When this card is activated: Add 1 Level 1 Winged Beast monster from your Deck to your hand.  Once per turn: You can target 1 card in your GY; attach it to 1 Rank 1 Xyz monster you control as Material, and if you do, the target gains 100 ATK for each Xyz Material attached to it until the End Phase.  If this face-up card leaves the field OR: If this card is detached from an Xyz Monster and sent to the GY to activate that monster's effect: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck or GY to your hand.

 

Make a worthwhile ATK boosting Normal/Quick-Play Spell/Trap

 

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  • 3 months later...

Nature Spirit's Compassion

Quick-Play Spell

If a monster on your side of the field attacks/ is attacked: it gains 1500 ATK/DEF, also it is unaffected by your opponent's card effects, until the end of this turn. If a monster on your side of the field is destroyed by battle or card effects and this card is in your GY: Set this card face-down, but banish it when it leaves the field. You can only use each effect of "Nature Spirit's Compassion" once per turn.

Next:

A high risk/ high reward card with an alternate win condition (hope it's not too generic).

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  • 2 weeks later...

They did the Monster Mash!
Continuous Spell
When you draw a monster for your Normal Draw, you can pay half your LP and place that monster face-up under this card.  During the End Phase, gain 400 LP for each card underneath this card.  If 5 or more monsters are face-up under this card during your opponent's End Phase, you win the duel.
 

Next:

A spell/trap that supports Level 2 monsters specifically.

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Double Trouble

SPELL

Continuous

Effect: While you control exactly 2 Level 2 monsters and no other monsters, monsters you control cannot be destroyed by battle, are unaffected by your opponent's card effects, and you take no Battle Damage from battles involving those monsters. During your opponent's 2nd End Phase after activating this card, send this card to the GY.

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Next:

 

Enmity of the Doomed

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Enmity of the Doomed

Trap Card

If your opponent would activate a card's effect from the field or GY while you have a banished monster: negate the effect, and if you do: Special Summon a monster from your Banished Zone, and if you do, that monster gains 1500 ATK and cannot be destroyed by battle, until the end of this turn. If this card is in your GY, you can banish 1 monster from your GY, Set this card face-down, but it is banished when it leaves the field. Your can only use each effect of this card once per turn.

(Hope that wording made it so that the effects were a soft once per turn and not a hard one.)

Next:

Utopia of the Stardust

 

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Utopia of the Stardust (SPELL)
[Quick-play]
Activate when your opponent declares a direct attack during a turn they destroyed a monster you control. Special Summon this card as a Monster (WIND / Level 4 / Warrior / Tuner / ATK 0 / DEF 0 ) and 1 monster  from your GY that was destroyed this turn to your side of the field and negate it's effect(s). Then immediately you can Xyz Summon 1 "Number 39: Utopia"  or Synchro Summon "Stardust Dragon" from your Extra Deck using this card and the monster Summoned by this effect.

EDIT: Sorry about the typos, i guess i was sleepy to spellcheck properly. 

Next: Slithering Vengeance

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Real quick: The card "Number 93:Utopia" does not exist, nor does "Startdust Dragon". It's actually "Number 39: Utopia" and "Stardust Dragon". Unless that was the point...

Edit: It's okay, I just wanted to make sure that the card could actually be used.

Slithering Vengeance

Normal Trap

This turn, if a Reptile-type monster you control was destroyed by battle or card effects: banish cards on your opponent's field, up to the number of Reptile-type monsters in you GY, then target one Reptile-type monster in the GY that was destroyed this turn: Special Summon it.

Next:

Fleeting Winds

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Sinister Scythian Scimitar
Equip Spell
Equip only to a Fiend monster.  If this card is equipped from your hand, you can take 1 "Sinister Scythian Scimitar" from your Deck or GY and equip it to an appropriate monster you control.  The equipped monster gains 300 ATK and can attack monsters a number of times up to the number of Equip Spells you control +1.  If the equipped monster is a Normal monster, it can also attack directly with this effect.

(it's essentially meant as a support card for "Beast of Talwar" - "Talwar" being a type of scimitar)

 

Next: Holy Sea

(Just a play on words: the "Holy See" is "the universal government of the Catholic Church and operates from Vatican City State")

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Holy Sea (SPELL)
[Field Spell Card]
When you activate this card and during each Draw Phase: you can banish 1 LIGHT or WATER monster from your hand; apply the following effect depending on its Attribute: 
- LIGHT: This card's name becomes "The Sanctuary in the Sky" until your next Standby Phase. Battle damage to the controller of a WATER monster from a battle involving that WATER monster becomes 0.
- WATER: This card's name becomes "Umi" until your next Standby Phase. Reduce the Level of all LIGHT monsters in both players' hands and on the field by 1.
During the End Phase of your turn, return to your hand any monsters banished by "Holy Sea".

(sorry, i had no better ideas aside gimmick stuff)

Next: "Share the Burden" (something inspired by "Share the Pain" maybe?)

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