11-08-2008, 03:37 PM
If theres some sort of format I'm supposed too use please post it. I may have used different formats for some cards. sorry.
Here's my first one
Kron the Infernal Infinity
LVL 4
Monster
Dark
Fiend / Effect: During each phase, this card gains 100 ATK/DEF.
ATK/ 1000 DEF/ 1000
If you summon this card on the main phase 1, it already has 1100 ATK/DEF. Then by your opponents next battle phase it'll be up too 1800
atk. Then by your next battle phase it'll be at 2400. then by your opponents 2nd battle phase it'll be at 3000...
So if it survives, it can be very powerful. I might need to put in a max atk / def
new stats
ATK/ 0 Def/ 0
same effect. If this card's ATK is greater than say 10,000 you lose 5000 life points or something like that as a limit.
I had a few ideas where you have to get 3 useless cards to summon one powerful one...
Another triple group i have... its harder to use this one
And a different triple monster
Then I have some complicated gain some lose some cards...
These are other random cards I made up
Funorb Dungeon assault cards...
Digimon cards...
Other cards coming soon...
Here's my first one
Kron the Infernal Infinity
LVL 4
Monster
Dark
Fiend / Effect: During each phase, this card gains 100 ATK/DEF.
ATK/ 1000 DEF/ 1000
If you summon this card on the main phase 1, it already has 1100 ATK/DEF. Then by your opponents next battle phase it'll be up too 1800
atk. Then by your next battle phase it'll be at 2400. then by your opponents 2nd battle phase it'll be at 3000...
So if it survives, it can be very powerful. I might need to put in a max atk / def
new stats
ATK/ 0 Def/ 0
same effect. If this card's ATK is greater than say 10,000 you lose 5000 life points or something like that as a limit.
I had a few ideas where you have to get 3 useless cards to summon one powerful one...
Spoiler (Click to View)
Infinitine
LVL 1
Monster
Dark
Fiend / Effect: This card can be special summoned to the field in defence mode during your main phase. This card cannot be changed to attack mode, cannot be tributed for a tribute summon or card effect, and cannot be removed from the field by any card effect except for "STOP".
ATK/DEF = 0
Looping
Spell
Continuous: This card cannot be removed from the field except by the effect of one "STOP" you control.
Repetition
Trap
continuous: This card cannot be removed from the field except by the effect of one "STOP" you control.
STOP
Trap
continuous: This card can only be activated by destroying one face up "Looping," "Repetition," and "Infinitine" on your side of the field. Your opponent cannot conduct his/her standby phase and main phase 1, until this card is destroyed. Also, your opponent can only attack once per turn.
LVL 1
Monster
Dark
Fiend / Effect: This card can be special summoned to the field in defence mode during your main phase. This card cannot be changed to attack mode, cannot be tributed for a tribute summon or card effect, and cannot be removed from the field by any card effect except for "STOP".
ATK/DEF = 0
Looping
Spell
Continuous: This card cannot be removed from the field except by the effect of one "STOP" you control.
Repetition
Trap
continuous: This card cannot be removed from the field except by the effect of one "STOP" you control.
STOP
Trap
continuous: This card can only be activated by destroying one face up "Looping," "Repetition," and "Infinitine" on your side of the field. Your opponent cannot conduct his/her standby phase and main phase 1, until this card is destroyed. Also, your opponent can only attack once per turn.
Another triple group i have... its harder to use this one
Spoiler (Click to View)
No-one
monster
light
LVL 1
Spellcaster
Description: "None"
ATK/DEF = 0
Nothing
Spell
continuous: None
Nada
trap
continuous: None
IT
monster
LVL 12
Dark
Fiend / effect: This card can only be special summoned by removing from play one face-up "Nada", "Nothing", and "No-One" from your side of the field. This card's ATK/DEF increases by 200 during each phase.
ATK/ 2000 DEF/ 2000
(forever gainer with a head start.)
monster
light
LVL 1
Spellcaster
Description: "None"
ATK/DEF = 0
Nothing
Spell
continuous: None
Nada
trap
continuous: None
IT
monster
LVL 12
Dark
Fiend / effect: This card can only be special summoned by removing from play one face-up "Nada", "Nothing", and "No-One" from your side of the field. This card's ATK/DEF increases by 200 during each phase.
ATK/ 2000 DEF/ 2000
(forever gainer with a head start.)
And a different triple monster
Spoiler (Click to View)
Triple Threat
LVL 9(3 times 3)
Monster
Dark
Fiend / Effect: This card cannot be normal summoned or set. This card can only be special summoned by tributing one monster, spell, and trap card. When this card is special summoned, declare monster, spell, or trap card. This card becomes the declared card type. When this card is destroyed, you can special summon or activate the cards tributed for this card. This card cannot be used as a tribute for another "Triple Threat"
ATK/ 3330 DEF/ 3330
Another optional effect for this is "This card can be used as 3 tributes for the tribute summon of a level 9 or higher monster"
LVL 9(3 times 3)
Monster
Dark
Fiend / Effect: This card cannot be normal summoned or set. This card can only be special summoned by tributing one monster, spell, and trap card. When this card is special summoned, declare monster, spell, or trap card. This card becomes the declared card type. When this card is destroyed, you can special summon or activate the cards tributed for this card. This card cannot be used as a tribute for another "Triple Threat"
ATK/ 3330 DEF/ 3330
Another optional effect for this is "This card can be used as 3 tributes for the tribute summon of a level 9 or higher monster"
Then I have some complicated gain some lose some cards...
Spoiler (Click to View)
Gain Some, Lose Some
Spell
continuous: Gain 5000 life points. Take 500 points of direct damage during each of your standby phases. This effect continues even if this card is destroyed.
Lose Some, Gain Some
Spell
Continuous: Pay 5000 life points. Gain 500 life points during each of your standby phases. This effect continues even if this card is destroyed.
Gain Some
Trap
continuous: This card can only be activated if "Gain some, Lose some" and "Lose some, Gain some" have both been activated on your side of the field. Gain 2500 life points. During each of your standby phases, gain 250 life points. This effect continues even if this card is destroyed.
Lose Some
Trap
continuous: This card can only be activated if "Gain some, Lose some" and "Lose some, Gain some" have both been activated on your side of the field. Inflict 2500 direct damage to your opponent. During each of his/her standby phases inflict 250 points of direct damage to your opponent. This effect continues even if this card is destroyed.
Spell
continuous: Gain 5000 life points. Take 500 points of direct damage during each of your standby phases. This effect continues even if this card is destroyed.
Lose Some, Gain Some
Spell
Continuous: Pay 5000 life points. Gain 500 life points during each of your standby phases. This effect continues even if this card is destroyed.
Gain Some
Trap
continuous: This card can only be activated if "Gain some, Lose some" and "Lose some, Gain some" have both been activated on your side of the field. Gain 2500 life points. During each of your standby phases, gain 250 life points. This effect continues even if this card is destroyed.
Lose Some
Trap
continuous: This card can only be activated if "Gain some, Lose some" and "Lose some, Gain some" have both been activated on your side of the field. Inflict 2500 direct damage to your opponent. During each of his/her standby phases inflict 250 points of direct damage to your opponent. This effect continues even if this card is destroyed.
These are other random cards I made up
Spoiler (Click to View)
Ultimate Doom
trap
Both players must pay 5000 life points. If one cannot, he/she must discard half of their deck and hand and the other player gains 6000 life points. If both players cannot pay 5000 life points, both player's life points are halved instead.
Test of Faith
spell
quick-play: All monster cards are changed too face-up attack position, flip effects are not activated at this time. Select one monster you control and flip a coin. That monster cannot be destroyed by battle until the next battle phase.
* Heads: The monster attacks all of your monster zones. If the zone is empty, it is a direct attack to your life points.
* Tails: The monster attacks all of your opponent's monster zones. If it is empty, the attack becomes a direct attack to your opponent's life points.
For Tails, I might add that: If the ATK of your monster is lower than the ATK of your opponents monster, the battle damage is inflicted to your opponent instead.
High Stakes
trap
Description: You can only activate this card if...???
Flip a coin.
Heads: You win the duel
Tails: You lose the duel
possible limitations are
You can only activate if there are only 3 or less cards in your deck
+: and this is the only card in your hand
+or: and you have #### less lifepoints than your opponent
+or: There are no cards on the field
Interrogation
Continuous trap
description: Once per turn your opponent either takes 500 points of direct damge or destroys one card on their side of the field. If he/she does not, gain 500 life points or look at one card in your opponent's hand.
Reservation
continuous spell
description: Your opponent cannot attack, summon, or activate effect monster effects until you normal summon or set. When you do, destroy this card.
Hidden Strength
Equip spell
Description: The equipped monsters ATK/DEF is counted as 1000. The ATK/DEF of this monster is still the same.
trap
Both players must pay 5000 life points. If one cannot, he/she must discard half of their deck and hand and the other player gains 6000 life points. If both players cannot pay 5000 life points, both player's life points are halved instead.
Test of Faith
spell
quick-play: All monster cards are changed too face-up attack position, flip effects are not activated at this time. Select one monster you control and flip a coin. That monster cannot be destroyed by battle until the next battle phase.
* Heads: The monster attacks all of your monster zones. If the zone is empty, it is a direct attack to your life points.
* Tails: The monster attacks all of your opponent's monster zones. If it is empty, the attack becomes a direct attack to your opponent's life points.
For Tails, I might add that: If the ATK of your monster is lower than the ATK of your opponents monster, the battle damage is inflicted to your opponent instead.
High Stakes
trap
Description: You can only activate this card if...???
Flip a coin.
Heads: You win the duel
Tails: You lose the duel
possible limitations are
You can only activate if there are only 3 or less cards in your deck
+: and this is the only card in your hand
+or: and you have #### less lifepoints than your opponent
+or: There are no cards on the field
Interrogation
Continuous trap
description: Once per turn your opponent either takes 500 points of direct damge or destroys one card on their side of the field. If he/she does not, gain 500 life points or look at one card in your opponent's hand.
Reservation
continuous spell
description: Your opponent cannot attack, summon, or activate effect monster effects until you normal summon or set. When you do, destroy this card.
Hidden Strength
Equip spell
Description: The equipped monsters ATK/DEF is counted as 1000. The ATK/DEF of this monster is still the same.
Funorb Dungeon assault cards...
Spoiler (Click to View)
Berserker
monster
Dark
LVL 6
Warrior / effect: If this card attacks, it is changed to defense position at the end of the battle phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect.
ATK/ 4000 DEF/ 0
Black Knight
Monster
Dark
LVL 8
Warrior / Effect: When this card is attacked, switch it to defense mode before damage calculation.
ATK/2800 DEF/3500
Dungeon Thief
Monster
Dark
LVL 6
Fiend / Effect: Any damage this card inflicts is doubled. This card cannot attack your opponents life points directly. If this card is attacked, roll a dice. If the result is odd, negate the attack, inflict the damage you would have taken to your opponent, and destroy the attacking monster.
ATK/2300 DEF/2800
monster
Dark
LVL 6
Warrior / effect: If this card attacks, it is changed to defense position at the end of the battle phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect.
ATK/ 4000 DEF/ 0
Black Knight
Monster
Dark
LVL 8
Warrior / Effect: When this card is attacked, switch it to defense mode before damage calculation.
ATK/2800 DEF/3500
Dungeon Thief
Monster
Dark
LVL 6
Fiend / Effect: Any damage this card inflicts is doubled. This card cannot attack your opponents life points directly. If this card is attacked, roll a dice. If the result is odd, negate the attack, inflict the damage you would have taken to your opponent, and destroy the attacking monster.
ATK/2300 DEF/2800
Digimon cards...
Spoiler (Click to View)
If anyone ever played that PSX digimon cad battle game, you should know what the overpowered SEVENS cards are... its sort of like how in yugioh, things like crush card virus where not spell, trap, or monster cards but where virus cards in the origional manga thing( or so I heard)
Dark Sevens
Trap
Description: If your life points are higher than your opponents, your opponents life points become 500.
OR
If you attack a monster and the attack of your monster is higher than the attack of your opponents monster, gain attack equal to the attack of your opponents monster and reduce the attack of your opponents monster to 0.
Download
quick play spell
Tribute one monster. Then special summon any one monster from your hand, deck, graveyard, or extra deck, regardless of its effect.
Grand Sevens
equip spell
The monster equipped with this card boosts its origional ATK with its origional DEF
OR
The monster is boosted by your life points(you do not have to pay any life points)
Holy Sevens
quick play spell
Gain 5000 life points
Mystic Sevens
quick-play spell
Your opponent can not attack, summon, or use spell and trap cards during the next 3 turns.
Reverse Sevens
quick-play spell
Put the top 10 cards in your graveyard to your deck and shuffle.
Rosemon's Lure
Trap
Your opponent destroys all cards on his/her side of the field and discards their hand.
Speed Sevens
equip spell
The equipped monster gains 500 ATK. When the equipped monster destroys a monster by battle, gain life points equal to the destroyed monster's origional ATK and boost the equipped monster's ATK by 500
OR
you gain life equal to inflicted damage
Wild Sevens
equip spell
This card can only be equipped to a monster with 1500 ATK or less. Its ATK is tripled.
Normaly, in digimon, it can be used with a monster that has any amt. of ATK. But i thought this restriction was necassary.
All of these above cards are only allowed to be one per deck in the digimon card game so obviously you'd only get one in your deck.
Dark Sevens
Trap
Description: If your life points are higher than your opponents, your opponents life points become 500.
OR
If you attack a monster and the attack of your monster is higher than the attack of your opponents monster, gain attack equal to the attack of your opponents monster and reduce the attack of your opponents monster to 0.
Download
quick play spell
Tribute one monster. Then special summon any one monster from your hand, deck, graveyard, or extra deck, regardless of its effect.
Grand Sevens
equip spell
The monster equipped with this card boosts its origional ATK with its origional DEF
OR
The monster is boosted by your life points(you do not have to pay any life points)
Holy Sevens
quick play spell
Gain 5000 life points
Mystic Sevens
quick-play spell
Your opponent can not attack, summon, or use spell and trap cards during the next 3 turns.
Reverse Sevens
quick-play spell
Put the top 10 cards in your graveyard to your deck and shuffle.
Rosemon's Lure
Trap
Your opponent destroys all cards on his/her side of the field and discards their hand.
Speed Sevens
equip spell
The equipped monster gains 500 ATK. When the equipped monster destroys a monster by battle, gain life points equal to the destroyed monster's origional ATK and boost the equipped monster's ATK by 500
OR
you gain life equal to inflicted damage
Wild Sevens
equip spell
This card can only be equipped to a monster with 1500 ATK or less. Its ATK is tripled.
Normaly, in digimon, it can be used with a monster that has any amt. of ATK. But i thought this restriction was necassary.
All of these above cards are only allowed to be one per deck in the digimon card game so obviously you'd only get one in your deck.