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Make a Spell/Trap Card Game


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Huge Commotion

Quick-Play Spell

You can only activate 1 "Huge Commotion" per turn. (1) Special Summon 1 each of "People Running About", "Oppressed People" and "United Resistance" from your hand, Deck and/or GY. 

 

Well, now you got a way to get the necessary pieces out if needed. Now for actually activating Huge Revolution in 2018...

 


 

"Mecha Phantom Beast" support card

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Catapult Assist

Normal Spell Card

Special Summon 2 "Mecha Phantom Beast Token" (Machine-type/WIND/Level 3/ATK 0/DEF 0), and for the rest of the turn, you can only Special Summon WIND Monsters. You can banish this card from your GY, the Tribute 1 Token monster you control; Draw 2 cards. You can only use each effect of "Catapult Assist" once per turn.

 

Next:

A "Gusto" Spell Card

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A Gusto of Wind

Quick-Play

Send 2 "Gusto" monsters with the same level but different names from your deck to the GY: add 1 "Gusto" monster with the same level of the sent monsters from your deck to your hand. Then, if you control 2 or more "Gusto" Monsters: Target 1 card your opponent controls, and return it to the hand. During your Main Phase 2, except the turn this card was sent to the GY; You can banish this card, shuffle 2 "Gusto" monsters from your GY into the deck, shuffle 1 card from your opponent's hand to their deck, then draw 1 card. You can only activate 1 "A Gusto of Wind" effect once per turn, and only once that turn.

 

Next: An equip spell similar to "Supervise".

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F.A. Gear Shift

Quick-Play Spell

When this card is activated, target 1 "F.A." monster you control: Increase its Level by 1, then send all monsters your opponent controls to the Graveyard, except monsters whose Level is greater than or equal to the target's. You can banish this card from your Graveyard: Add 1 "F.A." monster from your Deck to your hand. You can only activate each effect of this card's name once per turn.

 

A "Cipher" consistency (searching/drawing) card

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The Caesar Cipher

Normal Spell

Reveal 2 or more "Cipher" cards with different names from your hand, then your opponent randomly picks one. Send that card to the GY, then add cards with the same name as that card to your hand, up to the number of other cards revealed. Then, draw 1 card for each card added.

 

Next: a "Genex Ally" support card.

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Genex Allyance

Quick-Play Spell

Declare 1 Attribute; Special Summon 1 "Genex Ally" monster from your Deck, and if you do, it becomes the declared Attribute, then send 1 monster with the declared Attribute from your Deck to the GY. You can only activate 1 "Genex Allyance" per turn.

 

 

Next:

Meteor Chelation

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Meteor Chelation

Trap Card

Tribute monsters on the field, and target one monster in face-up Defense Position: that target gains DEF equal to half the total DEF of the tributed monsters. If this card is in the GY, you can banish it, then target one monster in face-up Defense Position: your opponent loses LP equal to half the DEF of the target.

 

Next: Flute of Repelling Dragon

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Flute of Repelling Dragon

Quick-Play Spell

Activate only if you control "Lord of D." or "Lady of D." Return up to 3 Dragon-Type monsters from your field or Graveyard to your hand: Shuffle any number of cards your opponent controls into the Deck, up to twice the number of Dragon-Type monsters returned. You can banish this card from your Graveyard, except during the turn it was sent there: Special Summon 1 Dragon-Type monster from your hand or Graveyard.

 

Mirrored Dreams

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Mirrored Dreams

Continous Trap

 

Once per turn; if any player Summons a monster(Quick Effect): Special Summon 1 Dream Token to other player's Main Monster Zone with same Type, Attribute, Level, ATK/DEF as Summoned monster. If this card leaves the field: Destroy all Dream Tokens on the field.

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Howling Nightspire

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Howling Nightspire

Continuous Spell

Each time a card is sent to the GY, place 1 Night Counter on this card for each. Monsters your opponent controls lose 100 ATK and DEF for each Night Counter on this card. Once per turn: You can remove up to 10 Night Counters from this card; your opponent takes 200 damage for each counter removed by this effect. You can only control 1 "Howling Nightspire". 

 

(Now be glad that Lawnmoving got the boot, or else things would've gotten REALLY dumb.)

 


 

Spirit support S/T

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Onmyodo Ofuda
Trap/Counter
When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Spirit monster: Negate the activation, and if you do, destroy that card. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; you can Normal Summon 1 Spirit Monster without Tribute. You can only activate each effect of "Onmyodo Ofuda" once per turn.

Make a card that is designed to support a previous card(s) you made in a Card Workshop thread.

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Secret Beast Hid-Den

Spell Card

Banish up to 3 Beast monsters from your GY, then Special Summon Beast monsters of Level 4 or below from your deck equal to the number of banished cards.

 

Supports "Cosmic Cerberus", (https://forum.yugiohcardmaker.net/topic/364412-make-a-xyz-monster-game-v-20/page-17?do=findComment&comment=7106719), pretty much allowing you to pull it out in one turn, if you've taken enough hits/summoned enough other things.

 

Next: Sweet Dreams

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Sweet Dreams

Quick-Play Spell

Target 1 Effect monster you control: Negate its effects, then draw 1 card. During either player's Main Phase, except during the turn this card was sent typ the Graveyard, you can banish this card from your Graveyard to target 1 monster your opponent controls: Negate its effects, then gain LP equal to its ATK. You can only activate each effect of this card's name once per turn.

 

Magnetic Restraint

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Adventurer's Tale

Continuous Spell

When this card is activated: Activate 1 of the following effects.

* All Warrior and Spellcaster monsters gain 500 ATK and DEF. When a Warrior monster you control attacks: You can add 1 Warrior monster from your GY to your hand. When a Spellcaster monster you control attacks: You can discard 2 cards; add 1 Spell from your GY to your hand.

* All Fiend and Dragon monsters gain 500 ATK and DEF. When a Fiend or Dragon monster destroys a monster by battle or is destroyed, you can Special Summon 1 monster of the same Type and Level from your hand or Deck.

 

next: Archfiend Assembly

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Archfiend Assembly

Quick Play Spell

Send 1 "Archfiend" card in your Deck to your GY and if you do, you can destroy 1 card on the Field. If an "Archfiend" monster is destroyed by this effect you can Special Summon 1 "Archfiend" monster from your Deck. You can only activate this effect of "Archfiend Assembly" once per turn.

 

Next:

Darklord Duplicity

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Darklord Duplicity
Trap/Normal
Tribute 1 DARK monster, then target 1 DARK monster and 1 "Darklord" monster in your GY; Special Summon the first target to your side of the field, and if you do, Special Summon the second target to your opponent's side of the field. You can only activate 1 "Darklord Duplicity" per turn.

Make a new Ritual Spell for an existing Ritual Monster or Ritual Monster-based archetype.

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Forbidden Ritual of the Ancients
Ritual Spell
This card is used to Ritual Summon "Reshef the Dark Being". You must also Tribute monsters from your hand or field and/or banish DIVINE monsters from your Deck or GY whose total Levels equal or exceed 8. If you used a DIVINE monster for the Ritual Summon, you do not discard to activate the effect of that Ritual Summoned monster, also that monster's effect becomes permanent. If card or effect is activated, you can banish this card from your GY to make 1 Ritual Monster you control become unnafected by your opponent's card effects until the end of your next turn.

 

 

Next:

Hocus Pocus Focus

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Hocus Pocus Focus
Spell/Continuous
Your opponent cannot activate cards or effects in response to the activation and effects of your Normal Spell Cards. During your Main Phase: You can target 1 face-up card you control with a Spell Counter(s); double the number of Spell Counters on that card. You can only activate this effect of "Hocus Pocus Focus" once per turn. If this card in its owner's control has left the field because of an opponent's card effect, and is now in your GY or banished: You can Set 1 Quick-Play Spell directly from your Deck.

Make a Link Spell that supports an existing Link-based Archetype.

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(Not that we expect Konami to actually make them in the near future, but sure...)

 

Trickstar Fireworks

Link Spell

NW NE

Any effect damage that a "Trickstar" monster inflicts to your opponent by a card effect is doubled. Once per turn, if a "Trickstar" monster you controls inflicts damage to your opponent by battle or card effect: You can target 1 card they control; destroy it. You can only control 1 "Trickstar Fireworks".

 

This is kinda still yielding a bit on their original burn theme, but it does give them a bit of removal too if needed. Flower basis is unknown at the moment, but guess tie it into the fact that "hanabi" (Japanese word for fireworks) is literally "flower fire" in kanji. Take it as you will.

 


 

"Dinowrestler" card

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Dinowrestler Tag Team
Trap/Continuous
When this card is activated, if you control a "Dinowrestler" monster: You can target 1 "Dinowrestler" monster in your GY; Special Summon it in face-up Defense Position. "Dinowrestler" monsters in zones your Link Monsters point to cannot be destroyed by battle. During the Damage Step, when a "Dinowestler" monster you control battles (Quick Effect): You can target 1 other "Dinowrestler" monster you control; until the End Phase, halve the ATK of the target, and if you do, that battling monster gains ATK equal to half the ATK of the target, until the end of this turn. You can only activate this effect of "Dinowrestler Tag Team" once per turn.

 

A Salamangreat card.

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Salamangreat Soulforge

Continuous Spell Card

"Salamangreat" monsters you control cannot be destroyed by your opponent's card effects. Once per turn, you can add 1 "Salamangreat" monster from your Deck or GY to your hand, then take damage equal to that monster's ATK or DEF (whichever is higher). Each time a "Salamangreat" monster inflicts Battle or Effect Damage to your opponent, Gain LP equal to the damage inflicted. Each time you gain LP, target 1 "Salamangreat" monster you control; it gains that much ATK.

 

Next:

A Rank-Down-Magic Spell card.

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Rank-Down-Magic Thousand Break
Spell/Normal
Target 1 "Number" monster you control; Special Summon from your Extra Deck, 1 "Number" monster with a lower Rank, but the same Type and Attribute, as the target, by using the target as the material. (This Special Summon is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) The monster Xyz Summoned by this effect gains this effect.
● It gains 1000 ATK and DEF.

 

Make a Trap Monster.

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You never disappoint me.

 

Arc Des Victorious Dragon
Continuous Trap Card
Special Summon this card as an Effect Monster (Dragon/LIGHT/Level 6/ATK 0/DEF 2500). (This card is also still a Trap.) If Summoned this way, while it is in the Monster Zone, other Traps you control cannot be destroyed by card effects. Gains 1000 ATK for each face-up Continuous Trap on the field.
 
Yes...very creative of mine.
 
Spell/Trap Fur Hire.
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