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Tinkerer

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Turing Turner

5 dark

Cyberse/effect

100/3200

This card be summoned from your hand by banishing one trap from either player's GY. Your opponent can only target this card with card effects. Once during each standby phase, banish 3 cards from the top of your opponents deck; this card is unaffected by the effects of the type(s) of cards banished by this effect (spell, trap, monster) until the end of the turn.

*Carnival attraction

*High risk high reward

*Control changing effect

*Themed evil

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House of Devil Mirrors

Field Spell

Once per turn: You can target 1 monster you control and 1 monster your opponent controls that is in the same column as the first target; destroy the first target, and if you do, take control of the second target, but keep it in the same column. Once per turn, during your Standby Phase: You can toss a coin and call it. If you call it right, you can target 1 face-up monster on the field, and if you do, the ATK of all monsters you control becomes equal to the ATK of the target until the end of this turn. If you call it wrong, your opponent can target 1 face-up monster on the field, and if they do, the ATK of all monsters you control becomes equal to the ATK of the target, also, skip your next Battle Phase.

 

Next

* A Dolphin with really low IQ

* Thunder-Type

* Can become a Trap

* Does something depending on the sum of the pendulum scales of cards you control in the Pendulum Zone(s)

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Thundol finn

An energetic rapscallion who rampages when he sees large numbers but loves small ones! (flavor text doesn't appear o card)

light thunder

2000/0

Is treated as a normal monster with no effect while your pendulum scale isn't set. Depending on the combined total of your pendulum scale:

0-5: this card becomes a continuous trap with the effect "If a monster(s) are pendulum summoned draw one card for each monster summoned from your hand, if you do, destroy this card.

6-13: this card cannot be destroyed by battle

14+: This card gains 2000 ATK and if it doesn't battle on your turn lose LP equal to 100* the combined total of your pendulum scale.

[sorry it is poorly worded but I love the concept]

next:

* smart reptile

* loves equip spells

*combo extender

*hand trap 

 

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Gila, Desert Scientist

[Earth | Lv. 4]

Reptile/Effect

If your opponent activates a card effect that would destroy, banish, or summon another card, you may negate it and special summon this monster. If this monster is special summoned, it cannot activate any effects until targeted by a card you control. If this monster is equipped with an equip spell, you can send one card to the graveyard and send once equip spell from the deck or graveyard to the hand. If there is a Chain Link 3 (Quick Effect): The Chain Link increases to 4 plus any equip spell equipped to this card.

ATK: 1500  DEF: 1500


* It needs a gun motif

* Must be a Psychic type

* Burn cards in the hand to increase it's power, at a minor risk

* If there are other Psychic types, increase the risk or cost

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Maelo The mind Musketeer

level 3 wind

psychic/effect

When this card is summoned Discard one Psychic monster, increase this card's ATK by that card's ATK. If this card inflicts battle damage discard one card from your opponent's hand and reveal your own; if the discarded card shares a name with any card in your hand, lose 1000 LP.  Else if the discarded card was a monster, gain ATK equal to that monsters ATK

800/600

* Has 3 effects that happen in order

* Texas inspired

* Anti Cyberse

* Has 3 heads

 

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Interesting. Lets hop to it :) 

Domain of the Lone Star - TechSeize (FIELD)

Each time your opponent Special Summons a monster or activates a Monster's effect, before that effect resolves, one of the following effects is applied until the End Phase of the turn (even if this card leaves the field) in the order listed: 
1st: Your opponent cannot negate the effects and attacks of monsters you control.
2nd: Your opponent cannot target and/or destroy Equip Cards you control until the End Phase.
3rd: Cyberse and Machine monsters on the field cannot attack and their effects on the field are negated.
If you do not control "BattleCruzer of the Lone Star - Raphaedward"; this card is destroyed. 

(i've packed it full of references, maybe a bit too much)




Next:
- Has 3 heads (?)
- Includes a dice roll.
- Name is or includes onomatopoeia;
- Effect powers up for each copy of itself in the graveyard (example: Good Goblin Housekeeping).

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Three-Headed BOOM! Dragon

[Lv. 5 | Fire]

Dragon/Effect

Once per turn you may roll a die. If the result is 3 or more, you can send 1+X cards on the field to the graveyard. If you send this card to the graveyard by its own effect, you may draw 1+X cards. X is equal to the number of copies of this card in the graveyard.

ATK: 1950  DEF: 1550


* Must be a Wind attribute

* The effect must cost your ability to normal summon for a certain number of turns

* Needs to be a Plant type

* Make it an Extra Deck monster, but not a Link or Pendulum

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Paper Aircraft Swilpheed

 18px-Rank_Star.svg.png18px-Rank_Star.svg.png18px-Rank_Star.svg.png18px-Rank_Star.svg.png                                    WIND

Plant / Xyz / Effect

2+ Level 4 monsters
You can detach 1 material from this card, then target 1 Special Summoned monster your opponent controls; attach the target to this card, but if you do, you cannot Normal Summon during your next turn. During your Standby Phase: You can target 1 face-up monster you control, except this card; return it to the hand, also, after that, inflict damage to your opponent equal to the Level of that target x 200 or Rank of that target x 300. If this card would be destroyed by battle, you can banish 1 WIND monster from your GY instead. You can only use each effect of "Paper Aircraft Swilpheed" once per turn.

ATK 2100 / DEF 100

 

Next:

* It uses a hat which is the same height as the character itself, and this hat is related to the effect
* Spellcaster
* Chaos Attribute
* Gains an effect if pointed to

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Stage Magician of Chaos

[Lv. 5 | Chaos]

Spellcaster/Effect

If this card is being pointed to by a Link monster, it is treated like a Light Attribute monster, otherwise it is treated as a Dark Attribute monster. If this monster was summoned by tributing "Magical Hat of Growth" while it was also at Level 5, apply 3 Magical Hat Counters to this card. If this card would be destroyed, remove a Magical Hat Counter. If this monster declares an attack, remove all Magical Hat Counters. Once per turn you may remove one Counter from any card and banish one card in your opponent's hand, top of their deck, or on their field.

ATK: 1300  DEF: 1500

(yes, I know this is kinda' lower power level, but I like the Magical hats thing)


* has to be called "Magical Hat of Growth"

* must raise in level if a certain condition is met

* can sacrifice itself for another monster

* should not require another card to summon or use an effect

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Magical Hat of Growth

level 2

dark

fiend/spellcaster/effect/tuner

When this card is summoned target one monster you control and one monster in your opponents GY, you can increase the level of the first target by the level of the second . (Quick effect) If this card is targeted by a card effect you destroy this card to special summon 1 level 4 or lower monster from either players GY except "Magical Hat of Growth" and if you do you can special summon one monster from either players GY that has the same level as the tuner summoned by this effect. You can only use this effect of "Magical Hat of Growth" once per a turn.

 

* is soup

* likes earth and wind

* "creates variety"

* 427 ATK

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Sandstorm Soup

[Spell]

Target an Earth or Wind Attribute monster. The targeted monster gains 427 ATK and can, for this turn only, use the effect of another Earth or Wind Attribute monster from your hand, deck, graveyard, or field.


* Has a theme of art

* Built to change attributes

* The cost is a card from your hand

* Your opponent can negate the effect, but it costs them a card from their hand

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Shifting Canvas

field spell

During either players' turn either player can discard a monster with a different attribute than any monster on the field. Then either player can discard a monster with the same attribute as the discarded monster to negate the following effect. All monsters become the original monster's attribute and gain the following effects based off the attribute they became:

Light: At the start of the damage step if this card battles destroy this card.

Dark: This card cannot be targeted by card effects or destroyed by battle.

Fire: All monsters you control gain 100 ATK for each monster you control, deal effect damage equal to the ATK gained by this effect.

Water: At the end of each players main phase: send the top card of your deck to the GY.

Wind: (quick effect) return this card to the hand during the end phase.

Earth: This card is switched to defense and cannot change battle position except by card effect for the remainder of the turn, this card can attack and if it does apply both monsters defense for damage calculation 

Divine: This card's original ATK becomes 0. This card can attack directly for the rest of the turn, if it does, destroy it at the end of the damage step. 

* has or gives protection

* 6 or 8 pendulum scale

* hydra

* tiny and cute

 

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Baby Hydra: Helix

[Lv. 2 | Fire]

Dragon/Effect

Once per turn, on both you and your opponent's Stand-By Phases, you may put a Hydra Counter on this monster. If 7 Hydra Counters are on this card, remove them and send this card to the graveyard to Special Summon "Helix Hydra: The Protector" If this monster would be destroyed by battle, you may negate the battle if you control a monster with equal or greater ATK or DEF (whichever is higher) compared to the attacking monster's ATK. If this card would be destroyed by card effect, besides its own, you can switch the target to a card of your choosing.

ATK: 750  DEF: 750


* It's Exodia, but not

* Gains in power for each battle phase you don't declare an attack

* Only requires 2 other cards to work well instead of the original 4 (L-Arm, R-Arm, L-Leg, R-Leg)

* 6 or 8 pendulum scale

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Isadogo, the World Turtle

WATER 10*

Aqua/Maximum/Effect

Can be Maximum Summoned together with "Isadogo, the World Turtle [L]" and "Isadogo, the World Turtle [R]".

[Requirement]
Maximum Mode: You can discard 2 cards.

[Effect]
Send the top 3 cards from your opponent's Deck to the GY for each card (face-up) on your side of the field.

2000/0 - MAX ATK: 4000

 

Isadogo, the World Turtle [L]

WATER 7*

Scale: 6<>6

Aqua/Maximum/Pendulum/Effect

Pendulum Effect: Normal Summoned monsters you control gain 200 ATK.  You can return this card to your hand.

[Requirement]
Maximum Mode

[Continuous Effect]
This card cannot be destroyed by your opponent's Trap effects.

0/2000

 

Isadogo, the World Turtle [R]

WATER 7*

Scale: 8<>8

Aqua/Maximum/Pendulum/Effect

Pendulum Effect: Normal Summoned monsters you control gain 200 ATK.  You can return this card to your hand.

[Requirement]
Maximum Mode

[Continuous Effect]
This card cannot be destroyed by your opponent's Spell effects.

0/2000

(A Maximum monster with 2 Pendulums as its "side pieces".  As a Maximum monster is treated as a singular entity while on the field, I'm bending my own rules and treating this entire monstrosity as a single card 😋)

 

Next:

- A mythologically themed card

- Cyberse-type

- Inflicts a "status condition" (how you interpret this is up to you)

- Cannot be Normal Summonable

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Hackalope (EARTH)
[ Cyberse / Effect ] Level: 3  ATK/1400 DEF/1600

Cannot be Normal Summoned. If a monster your opponent controls return to the hand; you can Special Summon this card (from your hand). When this card is Summoned; you can place 1 "Hack Counter" on a face-up monster your opponent controls. You can activate this effect of "Hackelope" only once per turn. A monster with "Hack Counter(s)" cannot activate its effect(s), except during the Battle Phase. If this card battles a monster with "Hack Counter", you can return both this card and that monster to the hand. 

(it's based on a Jackelope, which is a mythological creature/cryptid)



Next: 
- Allows your opponent to reveal a card in their hand.
- Has you/your opponent guessing a card type. 
- Has obnoxiously difficult to pronounce card name.
- Includes a random secondary effect that has nothing to do with its main purpose.

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Planetaryellowysmoothpuppy

(quick effect) If control no cards and a monster your opponent controls leaves the field you can special summon this card from your hand. When this card is summoned if both players have the same number of cards in their GYs both players discard their entire hands. If you flip a coin you can banish the top card of your opponent's extra deck.  You can only activate each effect of "Planetaryellowysmoothpuppy" once per a duel. 

*inverse of an existing card

*betrayal theme

*risk

*mind monster

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Chaotic Psychic Witch

WIND            Level 4

Psychic / Effect

Once per turn, during your Standby Phase: You can excavate up to 4 cards; add any excavated Psychic monsters to your hand, then place the other cards in the bottom of your Deck in any order, but you take 500 damage for each card placed this way. Once per turn: You can target any number of Psychic monsters in your GY; banish them, face-down, and if you do, this card gains ATK equal to the Level/Rank of the banished monsters x 300, also, this card cannot be targeted by attacks or by your opponent's card effects if the number of banished monsters by this effect is 4 or higher.

ATK 1200 / DEF 1400

 

Psychics like to be banished, but not banished face-down. This girl, counterpart to Serene Psychic Witch, betrays them by banishing face-down them to gain power for herself T_T

Next:

* It's a Superhero Squirrel
* Self-bounce (return to hand) effect (yep, flying Squirrel)
* Has an effect that mercilessly destroy plants (yep, walnut reference)
* Can make temporary banishment of a monster, which returns next turn (yep, it stuffs the monster in it's mouth, it's a squirrel)

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Superhero Squirrel (it's the name now)

level 2 wind

beast/effect

(quick effect) target one monster and return this card to the hand banish your target until the start of the turn. If a pant monster was targeted by this effect instead banish all plants and all copies of this card in both player's hand, field, deck, extra deck, and GY facedown. Each effect of "Superhero Squirrel" can only be activated once per a turn.

* mean mole

* loves or hates psychics

* discards

* negative floating effect

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Super Spy League: Angry Mole

[Lv. 4 | Earth]

Warrior/Effect

Once per turn on your End Phase, your opponent must either reveal or discard a random card from their hand. If you control a Psychic type monster, your opponent must reveal and/or discard two random cards from their hand. If your opponent controls a Psychic type monster, your opponent can negate the effect. If both you and your opponent control a Psychic type monster, the original effect is unchanged. If this monster leaves the field for any reason, you must discard one card.

ATK: 1500  DEF: 1000


* Must be a super villan

* Can act as a psychic-type, but is actually a fiend

* It has a revealing effect (used on either the hand, deck, or field)

* Make the effect complicated enough that a good strategy will defeat it, not just one attack or one card effect.

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  • 2 weeks later...

One Step

level 3 Dark

Fiend/Tuner/Effect

This card cannot be destroyed by battle by the player with fewer cards in their hand. The player with fewer cards in their hand can respond to an effect's activation by revealing a card of the same type in their hand and if they do negate the activated effect. While both players have the same number of cards in their hands this card can be treated as a psychic for the summon of an Extra deck monster.

(flavor: a shadow in the night who reveals their cards at just the right time. Watch out their always one step ahead)

*wants to be discard by going over hand limit

*has a match winning effect

*has exactly a 75 word effect

*is a box

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cool prompts :) 

HyperCube of Nonexistence (LIGHT)

spacer.png

Level 12
[Psychic / Effect ]
Cannot be Summoned/Set. This card's following effect cannot be negated. If this card is sent directly from your hand to the GY during the End Phase of your turn, because you exceeded the hand size limit: You can reveal exactly 6 cards with different names in your hand (2 Traps, 2 Spells and 2 Monsters); your opponent must reveal 1 Trap, 1 Spell and 1 Monster in their hand, otherwise you win the duel.
ATK / ?   DEF/ ? 



Next: 
- Inflicts effect damage.
- Negates battle damage.
- is an Equip card of any kind. (spell/trap/monster)
- IS or references/depicts a hedgehog.

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My Tiny Hedgehog

[Level 1 | Earth]

Beast/Effect

Once per turn, you can equip this card to a monster you control as an Equip Card. So long as this monster is equipped to another monster, the equipped monster can negate battle damage. If the equipped monster is involved in a battle, deal 400 damage to your opponent's life points. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this monster is not equipped to a monster on your End Phase, send this card back to your hand.

ATK: 400  DEF: 600


Here's a bad poem...

- A sword in hand, and cape aflutter (warrior type)

- Though I appear weak, I tear them asunder (increase ATK for battle calculation)

- I will hide in the bush, a clever little trick (flip effect)

- If any of them find me, their lord I'll stick (effect damage)

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Entrenched Soldier

Earth Level 3

400/2000

FLIP: Deal 300 damage for every faceup monster on the field. This card cannot be destroyed by battle.

This monster gains 800 ATK for each faceup monster you control during damage calculation only.

Next: (I'll keep the poem theme going)

I fall from great heights

I protect my disciples

No matter the consequences

I protect what maters

 

if you don't want to use that

- paper

- can become imperfect copy

- goofy

- tributes itself to create sticky tokens

 

 

 

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7 hours ago, ITSUKOSOADO said:

Next: (I'll keep the poem theme going)

I fall from great heights

I protect my disciples

No matter the consequences

I protect what maters

This is interesting. Not entirely sure if this is what Tinkerer has in mind, but I guess we can bend the rules a little?

 

Master Kuuki of the Wisdom Zephyrs

Level 8                                                                                  WIND

Winged Beast / Effect

I you control 2 or more Level 4 or lower WIND monsters, you can Special Summon this card (from your hand). If Summoned this way: Your opponent cannot target Level 4 or lower WIND monsters you control with card effects until the end of the next turn. If your opponent would target a Level 4 or lower WIND monster for an attack: You can change the attack target to this card instead, also, after damage calculation, if this card destroyed a monster by battle, you can pay 1000 LP, and if you do, place that destroyed monster on the top of your opponent's Deck. If this card is in your GY, and a Level 4 or WIND monster you control would be destroyed by your opponent's card, you can banish this card instead.

ATK 2700 / DEF 2000

 

Next

Hidden in the Shadows

A name shall I sing

Filling you with sorrows

Only known by Puppets of string

 

I want to make sure, tho @Tinkereris this alright? If you think otherwise, I'll change the prompt

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