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Make a Spell/Trap Card Game


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Fossil Rising

Normal Spell Card

Target 1 Level 4 or lower Dinosaur monster in your GY; Special Summon that target, but destroy it during the End Phase. You can only activate 1 "Fossil Rising" per turn.

 

Bat-Cobra-Spider Attack (that's the name of the Trap I am asking, and yes, it must be a Trap).

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Bat-Cobra-Spider Attack

Normal Trap

Target 1 monster you control; apply 1 of the following effects, or you can pay LP in increments of 500 (max. 1000) to apply additional effects:

 

- It can attack directly this turn, but cannot attack more than once this way.

- If it battles a monster, destroy that monster at the end of the Damage Step.
- Once during this turn, it cannot be destroyed by card effects.

 

A Counter Trap that specifically supports a Synchro archetype. Hard Mode: Can't negate activations/effects.

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King's Parry

TRAP/Counter

 

When your opponent declares an attack or activates a Spell, Trap, or monster effect that targets a "Red Dragon Archfiend" monster you control: That monster you control in unaffected by other card effects and cannot be destroyed by battle for the rest of the turn. During either player's turn, you can vanish this card from your GY: Special Summon 1 Resonator from your hand, Deck or GY.

 

The King still isn't quite meta, so I decided to help give him with a little nudge.

 

Next: Support for Magician Girls

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Magician's Allure

Normal Trap

If your opponent has Special Summoned 3 or more monsters from their Extra Deck this turn, you can activate this card from your hand. If your opponent controls 4 or more monsters: You can target 1 face-up "Magician Girl" monster you control; it becomes the Battle Phase of this turn, also all Attack Position monsters your opponent controls must attack that target, in an order of your choosing. If a "Magician Girl" monster is Special Summoned from your hand during the turn you activate this effect, the target gains ATK equal to half the original ATK of the Summoned monster. For the rest of the turn after this effect resolves, if a Spellcaster-Type monster destroys a monster by battle: Draw 1 card. You can only activate 1 "Magician's Allure" per turn.

 

Forcing them to attack, and interrupting your opponent's plays. Plus, you have draw power. There. Now you've got a rogue Deck.

 

Make an Equip Spell that is good both on the field and if dumped/discarded.

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Speedstar Supersuit

SPELL/Equip

Equip to a Level/Rank 6 or lower monster. The equipped monster gains 100 ATK and DEF for each card that is banished or in a GY. If you control no monsters: You can banish this card from your hand; Special Summon 1 Level/Rank 6 or lower monster from your GY or that is banished, then equip 1 Equip Spell from your GY or that is banished, except a "Speedstar Supersuit", to the Special Summoned monster. For the rest of the turn after you activate this effect, your opponent takes no battle damage.

 

Is that good enough for an equip? ;) I figured I'd give it the nice theme of assisting things that are banished OR in the GY. Level/Rank 6 or lower for balance. Equipping this to Eater of Millions and going to town would be pretty damn fun.

 

Next: Curse of the Haunted House. Make it a continuous Spell or Trap.

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Curse of the Haunted House

Continuous Spell Card

Once per turn: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is sent from your Spell & Trap Zone to the GY: You can target 1 monster in your GY that was sent there for a Fusion Summon; Special Summon that target.

 

A Counter Trap that negates the spawning of Tokens.

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White Fusion

Quick-Play Spell

If your opponent controls more monsters than you do, you can activate this card from your hand. Fusion Summon 1 non-Effect Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control no monsters, or only non-Effect monsters, you can also use monsters in your Deck as Fusion Material.

 

 

Next:

Bone Desert

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Mayakashi Channeling
Spell/Quick-Play
Banish 1 Zombie Tuner Monster and 1 Zombie non-Tuner Monster from your GY; Special Summon 1 "Mayakashi" Synchro Monster from your Extra Deck or GY whose Level is equal to the combined Levels of the banished Zombie monsters. (If Special Summoned from the Extra Deck, it is treated as a Synchro Summon.) If a "Mayakashi" Synchro Monster was banished to activate this card, your opponent cannot our opponent cannot activate cards or effects in response to this effect's activation. You can only activate "Mayakashi Channeling" once per turn. You cannot Special Summon from the Extra Deck during the turn this card is activated, except "Mayakashi" monsters.

Borrel/Rokket support card.

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  • 2 weeks later...

Prankids Great Encore

Quick-Play Spell

Special Summon 1 "Prankids Battle Butler" or "Prankids Roargon" from your GY, ignoring their Summoning conditions, but return them to the Deck if they leave the field. You can banish this card from your GY; Special Summon up to 3 "Prankids" monsters with different names from your hand or Deck. You can only use 1 effect of "Prankids Great Encore" per turn, and only once that turn.

 


 

"Majespecter" support card

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Majespecter Wave

Normal Trap

Target 1 Spell/Trap your opponent controls; add 1 face-up WIND Spellcaster Pendulum Monster from your Extra Deck to your hand, and if you do, banish that target.


 

Since most Majespecter support S/Ts support WIND Spellcasters, I went to that route.

 

Zombie World alternative Field Spell, please.

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Palace of the Eternal - Zombie Citadel

Field Spell

This card is treated as "Zombie World" while face-up on the field or in the GY. Monsters on the field and in every GY become Zombie monsters. Monsters cannot be Tributed, except to Tribute Summon Zombie monsters. Once per turn: You can Special Summon 1 Zombie monster from the GY, but banish it when it leaves the field. If this card is destroyed by an opponent's effect and sent to the GY: You can send 1 Zombie monster from your Deck to the GY; activate this card in your Field Card Zone. You can only use this effect of "Palace of the Eternal - Zombie Citadel" once per turn. 

 


 

Cyberse Field Spell

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Cynet Sea

Field Spell

All Cyberse Link Monsters gain 300 ATK. You can only use each of the following effects of "Cynet Sea" once per turn.

● You can target 1 Cyberse monster you control, that has a Level; destroy it, and if you do, Special Summon 1 Cyberse monster from your Deck with 1 less Level from the destroyed monster.

● You can target 1 Cyberse monster in your GY; destroy this card, and if you do, Special Summon that target, in Defense Position.

 

Since Sakura made a Link Spell before here, I will let you make a Link Spell that Playmaker and/or Soulburner can use.

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Let's just allow them at this point, even if Konami will likely never go through with the concept.

 

Cybersal Lifeline

Link Spell

NW NE

Cyberse monsters this points to cannot be targeted by an opponent's effects. Once per turn: You can pay LP in multiples of 100; monsters this card points to gain that much ATK.

 

Not that either of them will really make use of it without Marker's Portal or w/e, but it's something. Then again, both of them can use this to go trigger their Skills; least Playmaker anyway.

 


 

"Ice Barrier" support

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The Grand Mystic Ice Barrier

Field Spell Card

If this card is activated, you can either take 1 "Ice Barrier" card in your Deck and either Set it to your side of the field if it is a Spell/Trap or Special Summon it if it is a Monster, also you can only Special Summon WATER Monsters from your Extra Deck for the rest of the turn. You can only use this effect of "The Grand Mystic Ice Barrier" once per turn. Once per turn, if a "Ice Barrier" Monster is Normal or Special Summoned, you can Normal Summon 1 "Ice Barrier" Monster in addition to your Normal Summon/Set. The first time each turn "Ice Barrier" cards you control would be destroyed or banished, they are not destroyed or banished.

 

Next:

Kettle of Greed

(Pot calling kettle black).

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Kettle of Greed

Quick-Play Spell

If you have destroyed exactly 2 cards your opponent controls this turn: Draw 2 cards. If a "Jar" Normal Trap Card activates while this card that was activated on the field is in your Graveyard: Draw 1 card. You can only activate 1 "Kettle of Greed" per turn.

 

Note that the Graveyard effect stacks- two Kettles when you activate a Jar of Greed turns it into a draw 3.

 

Kettle of Avarice (because why not?)

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Kettle of Avarice

Quick-Play Spell

You can only activate 1 "Kettle of Avarice" per turn. (1) If you have exactly 5 monsters in your GY: Shuffle all 5 into the Deck, then draw 2 cards. You cannot add cards from your Deck to your hand by other effects for the rest of this turn after you activate this card.

 

Because TCG still refuses to give us back PoA, we'll just make this one as a substitute. 

 


 

N/C: Kettle of Desires

 

(You know where this one's going, right?)

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Will go for something risky on this one:

 

Kettle of Desires

Normal Spell

Banish the top cards of your Deck face-down until only 4 cards are left, then draw 4 cards.

 

 

Fake edit:

Ninja'd. Funnily enough, it's among the same lines.

 

By the way, @@Azuriena, wouldn't that make card make you lose the duel? Since after banishing the remaining 10 cards, none are left to draw. Your idea with the card is clear, though.

 

Go with the previous prompt.

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Pandamonium

Continuous Spell

Once per turn, if a Beast-Type monster is sent from the field to your Graveyard: You can destroy 1 card your opponent controls. Once per turn, if you control no face-up monsters: You can Special Summon 1 Level 3 or lower Beast-Type monster from your Graveyard. The first time your opponent Special Summons a monster(s) each turn: Special Summon 1 "Panda Token" (EARTH/Beast-Type/Level 2/ATK 800/DEF 800).

 

Sketch Tyranno

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  • 2 weeks later...

Sketch Tyranno

Continuous Spell

Activate by targeting 1 Dinosaur monster you control. Special Summon this card as an Effect Monster (Level 6 / EARTH / Dinosaur / ATK 2200 / DEF 2000), and when you do, it gains the targeted monster's effects. (This card is NOT treated as a Spell Card.) If the targeted monster would leave the field by an opponent's card or effect: You can shuffle this card into the Deck instead.

 


 

Make a Link Spell, I guess.

 

(The main post should probably be updated somewhat, but yeah, Link Spells are okay to make in here. Not like Konami will ever incorporate the concept, but might as well get creative with it)

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Zone Liberation

Continuous Spell, Link ^

Pay 800 LP to activate this card. If this card is co-Linked: Banish all Link monsters on the field. While this card points to a Fusion, Synchro, or Xyz monster, this card and the monster this card points to cannot be destroyed or banished by your opponent's card effects.

 

Make a generic Equip Spell.

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