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Make a Spell/Trap Card Game


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Traptrix Trap Hole Double-Cross
Trap/Normal
If a monster(s) is Special Summoned while you control a "Traptrix" monster and your opponent controls a monster Special Summoned this turn: Your opponent chooses 1 monster they control and you destroy all others. You can only activate 1 "Traptrix Trap Hole Double-Cross" per turn.

Next: A new "Spellbook" Spell Card.

Edited by President Claire Underwood
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( I love the card above, and I would love to see the Trap Hole artist make the art for this card [it would be hilarious] )

Spellbook of Versatility

Normal Spell

Description:

Target one monster you control; it cannot be destroyed by battle this turn, but it's effects are negated. If that monster is still face-up on the field at the end of your turn; add one "Spellbook" card from your deck to your hand. You can only activate one "Spellbook of Versatility" card per turn.

Next: A new "Metalfoes" fusion spell.

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Metalfoes Amalgamation

Quick-Play Spell

Target 1 monster your Opponent controls and 1 face-up "Metalfoes" card you control. Destroy them. Then, Fusion Summon 1 "Metalfoes" Fusion monster from your Extra deck by sending "Metalfoes" monsters from your Deck to your GY as fusion Materials, and if you do: Equip the Opponent's monster destroyed by this effect to that Fusion monster as an Equip Spell with this effect:

  • A monster equipped with this card gains ATK equal to half the ATK of this card.

Next: A Spell that Summons a LINK-1 Monster, but that monster can't be used as Link materials that turn.

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Performapal Virtual Performance Finale

Normal Spell

You can Link Summon 1 "Performapal" Link Monster, using only "Performapal" monsters as material; it gains ATK equal to the level of the tributed monster x100, but this monster cannot be used as Link material this turn.

Next:

A Trap Card - Monster that can summon your opponent's monsters back to your field from the Grave. (Maybe in that one Fossil Archetype...?)

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  • 2 weeks later...

Man you did NOT make this easy. Trap monster, Special summon from opponent's GY and support an archetype. Still I did it:

Name: Fossil Exhumer 

Trap/Continuous

Effect:  Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 3/ATK 0/DEF 1800). (This card is still a Trap Card.) While this card is an Effect Monster, if an opponent's monster(s) is destroyed and sent to the GY: You can Special Summon 1 of those monsters to your side of the field in face-up Defense Position, but its effects are negated and it becomes a Rock-Type monster. During your Main Phase, you can banish Fusion Material Monsters on the field, including this face-up card; Special Summon 1 corresponding "Fossil" Fusion Monster from your Extra Deck ignoring its summoning conditions. If you banish an opponent's monster with this effect, neither player can target that Special Summoned monster with monster effects. You can only use each effect of "Fossil Exhumer" once per turn.

db8a34c46cab.jpg

Next:

Any type of Trap Card with a gamble effect that DOESN'T involve a coin toss or dice roll. 

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1 hour ago, Baron-777 said:

Man you did NOT make this easy. Trap monster, Special summon from opponent's GY and support an archetype. Still I did it:

Name: Fossil Exhumer 

Trap/Continuous

Effect:  Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 3/ATK 0/DEF 1800). (This card is still a Trap Card.) While this card is an Effect Monster, if an opponent's monster(s) is destroyed and sent to the GY: You can Special Summon 1 of those monsters to your side of the field in face-up Defense Position, but its effects are negated and it becomes a Rock-Type monster. During your Main Phase, you can banish Fusion Material Monsters on the field, including this face-up card; Special Summon 1 corresponding "Fossil" Fusion Monster from your Extra Deck ignoring its summoning conditions. If you banish an opponent's monster with this effect, neither player can target that Special Summoned monster with monster effects. You can only use each effect of "Fossil Exhumer" once per turn.

db8a34c46cab.jpg

Next:

Any type of Trap Card with a gamble effect that DOESN'T involve a coin toss or dice roll. 

Corrupt Corporate Greed

Normal Trap 

You can only activate this card if you have 4 cards in your hand during the Standby Phase: Your opponent shuffles cards of their choice from their hand into their Deck until they match yours; then, both players declare 1 card type (Monster, Spell or Trap), after that, both players reveal their entire hand, and if both do, the player with the most cards either of the declared types banishes those cards face-down, then, draws 1 card, while the one with the least of either the declared types draws 2 cards. Neither player takes any battle damage for the rest of this turn.

 

Next

Spell card: Miracle Xyz Fusion

Edited by Blue Arcana
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  • 3 weeks later...

hmm - how about this?

Miracle Xyz Fusion/Normal Spell Card

Lore: Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY, and/or that are attached to an "Xyz Monster you control as material, including an Xyz Monster. If exactly 1 Fusion Monster you control is destroyed and sent to the GY: You can target 1 of your banished Xyz Monsters that was used as material for that monster's Fusion Summon: Special Summon it in Attack Position, and if you do, attach this card in the GY to it as material. You can only use this effect of "Miracle Xyz Fusion" once per Duel.

_______________

Next: Spell Card/Extermination Designator

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Extermination Designator
Spell/Quick-Play
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects of cards with the same original name that are banished or in the GY, until the end of this turn. You can only activate 1 "Extermination Designator" per turn.

Next: Good Reaction to Simochi

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See I was about to say 'nice to see you're back President how's it been' and then I remembered we've shared a Discord for two years now lol

So yeah, let me help you along with that new card then

image.png.fb7c0833b0ab1037940ea369e4cd59a8.png 

Good Reaction to Simochi/Continuous Spell Card

Lore: You do not pay LP to activate the effects of cards that are already face-up on the field, also all battle or effect damage you take is halved (but you cannot halve the same damage twice this way).

________________

Next: Soul Elimination (based on this)

 

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43 minutes ago, Black D'Sceptyr said:

See I was about to say 'nice to see you're back President how's it been' and then I remembered we've shared a Discord for two years now lol

So yeah, let me help you along with that new card then

image.png.fb7c0833b0ab1037940ea369e4cd59a8.png 

Good Reaction to Simochi/Continuous Spell Card

Lore: You do not pay LP to activate the effects of cards that are already face-up on the field, also all battle or effect damage you take is halved (but you cannot halve the same damage twice this way).

________________

Next: Soul Elimination (based on this)

 

Soul Elimination

Quick-Play Spell

If your opponent activates a card or effect that would banish monsters you control or in your GY, you can banish an equal number of monsters your opponent controls and/or in their GY. 

Next

Business Exchange (Upgrade of Exchange)

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Let's get down to business to defeat the Huns then.

Name: Business Exchange

Card Type: Normal Spell

Effect:  Pay 2000 Life Points. Both players reveal their hands, add 1 card from your opponent's hand to your hand, then your opponent applies one of these effects.
• Draw 2 cards.
• Add 1 card from your GY to your hand.
• Add 1 of your face-up banished cards to your hand.
• Special Summon 1 monster from your hand.
You can only activate 1 "Business Exchange" per duel.  

ddc0e33a4f66.jpg

(Had to make it a rare; card like this needs to be gilded)

 

Next:

A Spell Card (any type) that is a signature attack card for a lead female character's Ace Monster of any Yu-gi-oh series; except Dark Magician Girl. Think cards like "Dark Magic Attack", "Burst Stream of Destruction", "Scrap Fist", est.  

 

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image.png.f320a8014a140937d454378c1b3d5acc.png 

Eternal Sunshine/Quick-Play Spell Card

Lore: Discard 1 monster: take 1 "Synchro" Spell/Trap and 1 Field Spell from your Deck, your opponent chooses 1 of them for you to add to your hand, and you place the other on top of your Deck, or, if you control a LIGHT Dragon Synchro Monster, you can add both cards instead, but you cannot Special Summon monsters from your Extra Deck for the rest of the turn, except Synchro Monsters. You can only activate 1 "Eternal Sunshine" per turn.

________________

Next: Dread the Day

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Dread the Day

Continuous Spell Card

Each time a DARK Monster is Special Summoned, while a LIGHT Monster is on the field, it has its effects negated until the end of the turn.

 

Next:

E - Evil Rising

(A counterpart to those HERO Flash! Cards (H - Heated Heart, E - Emergency Call, R - Righteous Justice, O - Oversoul), this time supporting the Evil HEROs)

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6 hours ago, AstralStarZero said:

Dread the Day

Continuous Spell Card

Each time a DARK Monster is Special Summoned, while a LIGHT Monster is on the field, it has its effects negated until the end of the turn.

 

Next:

E - Evil Rising

(A counterpart to those HERO Flash! Cards (H - Heated Heart, E - Emergency Call, R - Righteous Justice, O - Oversoul), this time supporting the Evil HEROs)

E - Evil Rising

Normal Spell

Add 1 "Evil HERO" monster from your Deck to your hand. If you control an "Evil HERO" Fusion monster: You can banish this card from your GY; add 1 "Evil HERO" monster from your GY or banished to your hand. You cannot Special Summon monsters for the rest of this turn, except "Evil HERO" monsters.

Next

Card of the Damsel

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Card Name: Card of the Damsel

Spell/Normal

Effect: "Special Summon 1 monster to your opponent's side of the field from your Deck in Defense Position. The next time an opponent's monster is destroyed, while your opponent controls the face-up monster summoned with this effect, either gain control of it, or return it to your hand. You can only activate 1, "Card of the Damsel" once per turn."

5c13b1022fb4.jpg

(Hope I got the wording right for this one)

Next:

A "Super-Polymerization like" Spell that Special Summons 1 or more named Ritual Monsters. May be any type of Spell, not just a Ritual Spell. 

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46 minutes ago, Baron-777 said:

Card Name: Card of the Damsel

Spell/Normal

Effect: "Special Summon 1 monster to your opponent's side of the field from your Deck in Defense Position. The next time an opponent's monster is destroyed, while your opponent controls the face-up monster summoned with this effect, either gain control of it, or return it to your hand. You can only activate 1, "Card of the Damsel" once per turn."

5c13b1022fb4.jpg

(Hope I got the wording right for this one)

Next:

A "Super-Polymerization like" Spell that Special Summons 1 or more named Ritual Monsters. May be any type of Spell, not just a Ritual Spell. 

Dimensional Ritual Art

Quick-Play Spell

If you control no monsters Special Summoned from your Extra Deck: You can reveal 1 Ritual monster from your hand; tribute monsters from either field whose total Levels equal or exceed the Level of that Ritual monster, and if you do, Special Summon it (This is treated as a Ritual Summon). During the End Phase, place that Ritual monster at the bottom of your Deck.

Next

A Gamble card that involves Extra Deck monsters (Fusion/Synchro/Xyz/Pendulum/Link)

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Rolling the Dragon

Quick-Play Spell Card

Roll a six-sided die, shuffle all cards in your Extra Deck face-down, then declare 1 Extra Deck monster card type (Fusion, Synchro, Xyz, Pendulum or Link); excavate cards from the top of your Extra Deck equal to the result, and if the final excavated card is the declared Extra Deck monster card type, Special Summon it with its effects negated. If it is not, banish it face-down instead.

 

not sure about PSCT.

 

next: V - Vile Deeds (in the same vein as E - Evil Rising above)

Edited by AstralStarZero
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2 hours ago, AstralStarZero said:

Rolling the Dragon

Quick-Play Spell Card

Roll a six-sided die, shuffle all cards in your Extra Deck face-down, then declare 1 Extra Deck monster card type (Fusion, Synchro, Xyz, Pendulum or Link); excavate cards from the top of your Extra Deck equal to the result, and if the final excavated card is the declared Extra Deck monster card type, Special Summon it with its effects negated. If it is not, banish it face-down instead.

 

not sure about PSCT.

 

next: V - Vile Deeds (in the same vein as E - Evil Rising above)

V - Vile Deeds

Normal Spell

Destroy Spell/Trap cards equal to the number of "Evil HERO" monsters you control, then, if you control a "Evil HERO" Fusion monster, draw cards equal to the amount destroyed (max: 3) and discard 1 card. You can only activate 1 "V - Vile Deeds" per turn.

Next

I - Ignoble Forces

(In honor of AstralStarRising)

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Guess we're doing this now. I can dig it.

I - Ignoble Forces/Normal Spell Card
Lore: Reveal 1 "Evil HERO" Fusion Monster from your Extra Deck, Special Summon 1 "Evil HERO" monster in your GY with a different Attribute, and if you do, you can declare 1 "HERO" Normal Monster's name, and that monster's name becomes the declared name. If you control a "HERO" Fusion Monster: You can banish this card from your GY; Set 1 "Dark Calling" directly from your Deck. You can only activate 1 "I - Ignoble Forces" per turn.

________________

And to cap off this four-card flurry of Evil HERO support...

L - Lawlessness

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12 hours ago, Black D'Sceptyr said:

Guess we're doing this now. I can dig it.

I - Ignoble Forces/Normal Spell Card
Lore: Reveal 1 "Evil HERO" Fusion Monster from your Extra Deck, Special Summon 1 "Evil HERO" monster in your GY with a different Attribute, and if you do, you can declare 1 "HERO" Normal Monster's name, and that monster's name becomes the declared name. If you control a "HERO" Fusion Monster: You can banish this card from your GY; Set 1 "Dark Calling" directly from your Deck. You can only activate 1 "I - Ignoble Forces" per turn.

________________

And to cap off this four-card flurry of Evil HERO support...

L - Lawlessness

L - Lawlessness

Normal Spell

Target 1 "Evil HERO" Fusion monster you control; it gains 500 ATK for every banished "Evil HERO" monster, and if you do, you cannot attack with other monsters this turn. That target cannot attack directly also, it attack all monsters your opponent controls (once each). If an "Evil HERO" Fusion monster you control would be destroyed by a card effect: You can banish this card from your GY instead.

Next

A Spell/Trap that directly supports the Creator God type

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image.png.9dcbb9485bb3753708630c0048e11155.png

Event Horizons/Normal Trap Card

Lore: Reveal 1 Creator God monster from your hand or Deck, then Special Summon 1 Level 10 or lower monster from your Deck or GY whose name is specifically listed on that revealed monster's text, ignoring its Summoning conditions, but its ATK/DEF each become 0, it cannot attack, also banish it during your next End Phase. When a monster effect is activated: You can banish this card from your GY, then reveal 1 Creator God monster from your hand or Deck; negate the activation, and if you do, banish that card. You can only use each effect of "Event Horizons" once per Duel.

________________

Next: How about the one thing we haven't seen yet in the OCG/TCG: a Counter Trap Monster card?

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Judgment Horn

Counter Trap Card

When your opponent activates a monster effect, while you control Set Cards in your Spell/Trap Zone: Negate the activation, and if you do, destroy it. Then, if this card resolves successfully: Special Summon this card as an Effect Monster with the Same ATK/DEF as the destroyed monster (Fairy/LIGHT/Level 4) (This card is not treated as a Trap) If Summoned this way, it cannot be destroyed by battle. If the only cards you control are Set Cards in your Spell/Trap Zone, you can activate this card from your hand.

Note: Maybe a bit too broken, but eh. I made it work for Counter Fairies.

 

Next:

Re-Class! (As in JRPG reclassing)

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2 hours ago, AstralStarZero said:

Judgment Horn

Counter Trap Card

When your opponent activates a monster effect, while you control Set Cards in your Spell/Trap Zone: Negate the activation, and if you do, destroy it. Then, if this card resolves successfully: Special Summon this card as an Effect Monster with the Same ATK/DEF as the destroyed monster (Fairy/LIGHT/Level 4) (This card is not treated as a Trap) If Summoned this way, it cannot be destroyed by battle. If the only cards you control are Set Cards in your Spell/Trap Zone, you can activate this card from your hand.

Note: Maybe a bit too broken, but eh. I made it work for Counter Fairies.

 

Next:

Re-Class! (As in JRPG reclassing)

Re-Class!

Quick-Play Spell

Target 1 Effect monster on the field, then, declare 1 Type and Attribute; that target becomes that Type and Attribute.

Next:

A gamble card for a chance of battle or effect protection

Edited by Blue Arcana
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  • 1 month later...

Finnicky Shield
Quick-Play Spell
Target 1 monster you control and toss a coin.  Apply the appropriate effect.
* Heads: The target gains 600 DEF and cannot be destroyed by battle this turn.
* Tails: The target gains 400 ATK and cannot be destroyed by card effects this turn.
If you activate an effect that tosses a coin(s) while this card is in the GY: You can Set this card after that effect resolves, but banish it when it leaves the field.  You can only use this effect of "Finnicky Shield" once per turn.

Next: A Spell/Trap that is one card type (Normal, Field, Counter, etc.) but supports a different spell/trap type

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1 hour ago, Redro said:

Finnicky Shield
Quick-Play Spell
Target 1 monster you control and toss a coin.  Apply the appropriate effect.
* Heads: The target gains 600 DEF and cannot be destroyed by battle this turn.
* Tails: The target gains 400 ATK and cannot be destroyed by card effects this turn.
If you activate an effect that tosses a coin(s) while this card is in the GY: You can Set this card after that effect resolves, but banish it when it leaves the field.  You can only use this effect of "Finnicky Shield" once per turn.

Next: A Spell/Trap that is one card type (Normal, Field, Counter, etc.) but supports a different spell/trap type

Resource Exchange

Field Spell

You can only activate this card by discarding 1 Spell/Trap card. Once per turn, you can activate 1 of the following effects:

● You can declare 1 Spell Type (Normal, Quickplay, Continuous, Equip); reveal 3 Spells with different Types from your Deck, your opponent randomly adds 1 to your hand. You cannot activate Traps until the end of the next turn (even if this card leaves the field).

● You can declare 1 Trap Type (Normal, Counter, Continuous); reveal 3 Traps with different Types from your Deck, your opponent randomly adds 1 to your hand. You cannot activate Spells until the end of the next turn (even if this card leaves the field).

Next:

A Counter Trap that deals effect damage or gains LP

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