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Make a Spell/Trap Card Game


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Loaded Die

Spell - Equip

When this card is equipped to a monster: You can roll a six-sided die, then apply the result.
● 1: Discard all monsters from your hand.
● 2-5: Special Summon 1 monster from your hand with a Level equal or lower than the result, and if you do, equip this card to it.
● 6: Re-roll.

 

 

The Tricky 5

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Devastating Deal

Normal Spell

Shuffle 5 monsters from your Graveyard into your Deck: Draw 2 cards. When this card would be sent to the Graveyard after resolving, you can either banish all cards in your hand, or place this card into your opponent's hand. You can only activate 1 "Devastating Deal" per turn.

 

With a HOPT clause and the requirement that you either give it to your opponent or nuke your entire hand, I'd say I've made a less busted Pot of Avarice.

 

Praise based thread notifications via email that I actually can reference this.

 

iU8EggM.png

 

The Tricky 5

Quick-Play Spell

You can only activate 1 "The Tricky 5" per turn. (1) Return 1 "The Tricky" you control to the hand; Special Summon as many Special Summon "Tricky Tokens" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) as possible to your field. "Tricky Tokens" cannot declare an attack, also destroy them during the End Phase.

 

iU8EggM.png

 

"Ubeldrache" support card

(So AGM users who didn't contribute to the project, now's your chance)

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IMO these kind of prompts are awkward, since they restrict to users familiar with AGM, or require users to research on the AGM archetype. Regardless, I took it for fun:

 

Übeldrache Dominance
Continuous Trap
If you would Tribute a card to activate a card or effect or to Tribute Summon a Dragon monster, you can Tribute this card instead. During the Main Phase or Battle Phase, you can: Tribute 1 monster you control or in your hand; immediately after this effect resolves, Tribute Summon 1 Dragon monster face-up. You can only use this effect of "Übeldrache Dominance" once per turn. You can activate this card from your hand during a turn that you Tributed a card.

 

 

Next:

Lovely Shadows

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Lovely Shadows

Normal Spell

Send 1 LIGHT monster from your Deck or hand to the GY, then target 1 of your banished LIGHT or DARK monsters, Special Summon that target. If this card is in the GY, except the turn this card was sent to the GY, you can banish this card from your GY, Special Summon 1 LIGHT or DARK monster from your hand or GY. You can only use each effect of "Lovely Shadows" once per turn.

=========================

 

Swinging Fate

Pendulum Support (again)

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Swinging Fate

Quick-play Spell

 

If you control cards in your Pendulum Zone with same Scale: Destroy them, then place 1 Pendulum monster from face-up Extra Deck to your Pendulum Zone. You can banish this card from your GY, then target 1 Pendulum monster you control; place it in Pendulum Zone.

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

Cards Of Sorrow

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Cards of Sorrow

Normal Trap

If you control no cards, you can activate this card from your hand. If 3 or more cards you controlled were destroyed by your opponent this turn: Draw a number of cards equal to the number of cards your opponent controls. You can only activate this effect of this card's name once per turn.

 

Waltz of Frost and Flame

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Waltz of Frost and Flame

Spell

If you control a WATER monster and a FIRE monster: Target cards your opponent controls, up to the number of monsters you control: Destroy those targets. You can only activate 1 "Waltz of Frost and Flame" per turn. 

 

 

 

Supports Toons

Field Spell

 

(please make it better than Toon Kingdom I haven't forgotten you my Toon homies)

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(You should really make it yourself then, considering Kingdom is still pretty good; despite the power creep.)

 

Toon Country

Field Spell

If you do not control a Toon monster, destroy this card. Toon monsters you control are unaffected by your opponent's card effects. Once per turn, if a Toon monster you control is sent to the GY: You can Special Summon 1 Toon monster from your Deck, ignoring Summoning conditions. This card's name is treated as "Toon World" while in the Field Zone or in the GY. 

 

(Anti-Kaiju protection would be nice, but I'm not slapping that on just to say "screw off Gameciel".)

 


 

"Skyfang Brigade" card

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  • 2 weeks later...

Guess I'm using this to give them something Konami should've, but didn't.

 

Skyfang Brigade Ambush

Quick-Play Spell

You can only activate 1 "Skyfang Brigade Ambush" once per turn. [1] Special Summon 1 "Skyfang Brigade" monster from your Deck.

 

===

Yes, this does make Dyna and Lafarl a lot easier to get out and trigger stuff, but that's really about it. Then again, the Deck still struggles with recovering their stuff from the GY on a faster basis, but that's just something that'll need to be worked on once Skyfangs get added to AGM. (No seriously, everything is here but mostly to see if Tewart/KoA sheet on the names in TCG.)

 

Thematically, think about pirates doing sneak attacks. 

===

 

"Gouki" card

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Gouki Rapid Tag

Continuous Spell

"Gouki" monsters you control gain ATK equal to their Level x100, or their Link Rating x200. Once per turn, if you Link Summon a "Gouki" Link monster: You can Special Summon 1 "Gouki" monster from your hand or Graveyard whose Level is less than or equal to the combined Link Rating of all "Gouki" monsters you control. At the start of the Battle Phase, if the monster on the field with the highest ATK is a "Gouki" monster, you can activate this effect: Your opponent cannot activate card effects until the end of the Battle Phase.

 

Board presence, ATK numbers, protection in case your opponent came packing Evenly Matched or Crystal Wing, what more could you ask for?

 

Predaplant support (assume Legacy format)

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  • 5 weeks later...

predaserving_by_bdsceptyr-dc7en96.png

 

[spoiler=Predaserving: Info]

 

Normal Spell Card

 

Lore: Special Summon 2 Level 3 or lower "Predaplant" monsters from your GY to the field (1 on each side), then apply 1 of these effects:

• Destroy all monsters with Predator Counters during the End Phase. 
• Each player discards monsters in their hand during the End Phase, but not more than the number of monsters on the field with Predator Counters.
You cannot Summon monsters the turn you activate this effect, except Plant and Dragon monsters. You can only activate 1 "Predaserving" per turn.

 

 

 
Since I didn't get this earlier in my previous contest, how's about a...
 
Field Spell for an Archetype/series that already has 2 
 
[spoiler={List of Archetype/Series with 2+ Field Spells}]Mist Valley, Meklords (slightly out of tune with their Field Spells, but it's close enough), Six Samurais, Crystal Beasts, Trickstars, Elemental HERO, Destiny HERO, Performapals, Odd-Eyes, Archfiends

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Metropolis

Field Spell

All "Elemental HERO" monsters you control gain 500 ATK and DEF. You can use 1 "Elemental HERO" monster you control as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster, but the other materials must be correct. Once per turn: You can discard 1 card, then target 1 "Fusion" or "Change" Spell and 1 "Elemental HERO" monster in your GY; add them to your hand.

 

next: Spell/Trap for an archetype that has no archetypal Spell/Traps

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I'm going to preempt Konami and just do something for Devirituals, since nearly every Archetype has some backrow by now.

 

Deviritual Calling

Normal Spell

Add 1 "Deviritual" monster and 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Deviritual Calling" per turn. 

 

(This is likely going to get abused a bit, considering it is technically a better Pre/Prep for them, but it is dependent on Konami making more, which I think they will.)

 

====

"Gouki" support card

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Gouki Mismatch

Continuous Spell

Once per turn, during either player's turn, if a "Gouki" monster is added to your hand by a card effect: You can Special Summon the added monster. Once per turn, during either player's turn, if you Special Summon a "Gouki" Link monster, you can target 1 "Gouki" monster in your Graveyard whose Level is less than or equal to double the Summoned monster's Link Rating: Special Summon that target. Once while this card is in the field, during either player's Battle Phase, you can send 1 card from your hand or field to the Graveyard: Immediately after this effect resolves; Link Summon, using only "Gouki" monsters you control. You can only control 1 "Gouki Mismatch".

 

Here's your new playmaker! Call it a haymaker!

 

Make an Equip Spell that floats in some way, so it makes up for the minus you normally go into.

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Mecha Buster

Equip Spell

Equip only to a Machine monster. It gains 400 ATK and DEF and cannot be destroyed by battle. If the equipped monster attacks, after damage calculation: It gains ATK equal to the ATK of the monster it battled. If this card is sent to the GY: You can pay 1000 LP; return this card to your hand, and if you do, draw 1 card.

 

next: Trap Monster (see Metal Reflect Slime)

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Sky Spirit

Normal Trap

Special Summon this card as a Effect Monster (Winged Beast/WIND/Level 6/ATK 2000/DEF 2000). (This card is NOT treated as a Trap Card.) If this card in the Monster Zone would leave the field: You can Set it face-down in your Spell/Trap Card Zone instead, then your opponent takes 200 damage for each card they control. You can only use each effect of "Sky Spirit" once per turn.

 

====

Remake of an anime/manga-only card.

 

(So take any backrow card that wasn't released in the TCG/OCG, and then modify it to be functional in today's game. You actually need to change it up; writing the effect in current grammar doesn't count)

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Zero Extra Link

Continuous Spell

All co-linked Link Monsters you control gain ATK equal to the number of co-linked monsters on the field x 800. If a Link Monster is Link Summoned by using a co-linked monster you control, it gains ATK equal to that monster's original ATK, then, if the Summoned Link Monster is Extra Linked, draw 2 cards. If an Extra Linked Link Monster battled, after damage calculation: Destroy this card.

 

next: something that summons tokens

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http://yugioh.wikia.com/wiki/Emergency_Teleport

(Yeah, but I'll go on the assumption that member has either been out of game for a while and didn't know, or forgot. IDK, make of it as you will.)

 

Ojamastant Fusion

Quick-Play Spell

Reveal 1 "Ojama" Fusion Monster in your Extra Deck; send Fusion Materials listed on that monster from your hand or Deck to the GY, and if you do, Fusion Summon that revealed monster. You can only activate 1 "Ojamastant Fusion" once per turn. 

 

(Makes King a bit easier to play, and Knight, well, you get it)

 

=====

Removes monsters from your opponent's field without targeting/destroying. 

(i.e. I guess Kaiju'ing type effect or whatever you can come up with.)

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Brain Death (Brain Drain in the TCG)

Normal Trap

For the rest of this turn, each time your opponent Special Summons exactly 1 monster: Your opponent must send 1 monster from their field to the Graveyard with equal or lesser ATK than the Summoned monster. If your opponent has already Special Summoned 4 or more times this turn, and you control no Effect monsters, you can activate this card from your hand in your leftmost Spell/Trap Zone. You can only activate 1 "Brain Death" per turn.

 

Mostly meant as a way to prevent big boards, rather than force you to break a board that was already built. Also, you can't really use its handtrap effect going first unless you're a Dark Magician player or something, leaving helpless non-Effect monsters on your opponent's field to die without Effect monster backup. That, or a player who'd be fine leaving themselves open for a turn (hello, Chain Beat and PSY-Frame players). Oh yeah, and requiring activation in your leftmost Zone is mostly to force you to telegraph that you have it, again to limit its use as a handtrap going first (and, under MR4, Pendulum players can't use it as a handtrap when their scale is in the way).

 

Make a Fusion Trap that's actually worthwhile.

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I'm assuming you mean a Trap that has a Fusion summoning effect:

 

Snatch Fusion

Normal Trap

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your side of the field or your hand as Fusion Materials. You can also use up to 1 monster from opponent's side of the field, or banish it from its GY, as Fusion Material. If you control no monsters, you can activate this card from your hand. You can only activate 1 "Snatch Fusion" per turn.

 

 

Next:

Elegy of Recklessness

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Pot of Illusions

Normal Spell

Banish up to 3 monsters you control and/or in your GY; draw an equal number of cards. You cannot add cards from your Deck to your hand the turn you activate this effect. During the End Phase: Take 1000 damage for each card in your hand. You can only activate 1 "Pot of Illusions" per turn.

 


 

WIND support card

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