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Seismic Shadow

Counter Trap

When your opponent activates a Set Spell or Trap card while you control a facedown Flip monster: Negate that activation and Banish that card, then you can Flip Summon as many facedown Flip monsters as possible.

 

Garden Student: Brawler

(FFVIII anyone?)

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Don't know sheet about Final Fantasy

 

Garden Student:Brawler

Level 8

WIND

Plant/Effect

ATK: 3000 DEF: 2000

 

If a Plant-Type monster you control is destroyed by battle or by an opponent's card effect: You can Special Summon this card from your Hand. You can only control 1 "Garden Student:Brawler." Cannot be destroyed by card effects. Once per turn: You can tribute 1 monster you control; Destroy 1 monster your opponent controls.

 

SPYRAL Mission-Recovery

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SPYRAL MISSION: Recovery

Continuous Spell

If a SPYRAL monster deals battle damage to your opponent: You can destroy 1 Spell/Trap card they control, and if you do, you can set it to your side of the field. You can only use this effect of "SPYRAL Mission: Recovery" once per turn. You can banish this card from your Graveyard: Send 1 "SPYRAL" card from your Deck to your Graveyard.

 

SPYRAL Veteran

(Sleeper before he goes berserk maybe?)

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SPYRAL Veteran

Level 5

EARTH

Warrior/Effect

ATK: 2100 DEF: 1200

 

If a "SPY" card leaves the field, you can Special Summon this card(from your hand), and if you do, Special Summon 1 "SPYRAL" or "SPYGAL" monster from your Deck in Defense Position. You can only use this effect of "SPYRAL Veteran" once per turn. Once per turn, during either player's turn: You can pay 1000 LP; Reveal the top 5 cards of your opponent's Deck, then return them in any order.

 

SPYRAL Gear-Deadringer

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SPYRAL Gear - Deadringer

Equip Spell

Equip only to a "SPYRAL" or "SPYGAL" monster. The equipped monster gains 500 ATK, and, if it is "SPYRAL Super Agent" or "SPYGAL Misty", it inflicts doubled piercing Battle Damage. If the equipped monster is sent to the Graveyard, you can return it to your hand, and declare a card Type (Monster, Spell, or Trap): Excavate the top card of your opponent's Deck. If the excavated card is the same Type as the one you declared, you can Special Summon 1 "SPY" monster from your hand.

 

Primary Defense Line

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Primary Defense Line

Trap

Activate while you control a defense position monster. Until the End Phase, your opponent can only target defense position monsters you control for battles or card effects. Any monster that battles a defense position monster has its effects negated.

 

Quantum Mechanic

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Quantum Mechanic

LIGHT - Level 4 - Psychic/Effect - 1200/1900

This monster on the field is not treated as having a Level, unless it is granted one by its own effect. Once per turn, during either player's turn, you can target 1 face-up monster on the field: This monster gains a Level equal to the target's. If this monster is used as Synchro Material, you can Special Summon the Tuner(s) used as Material for that Summon from your Graveyard. You can target 1 face-up Xyz monster on the field whose Rank is equal to this monster's current Level: Attach this card to that target as Xyz Material.

 

Musical Scale Arbiter - G

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Musical Scale Arbiter - G

LIGHT | Spellcaster | Level 7 | Scale 8 | Pendulum | Effect

Pend: Once per turn, during either player's End Phase: You can destroy this card, then add 1 "Musical Scale" Spell or Trap to your hand. If a "Musical Scale" monster you control would be destroyed, you can destroy this card instead.

Monster: If this card is Pendulum Summoned, you can add 1 "Musical Scale" monster with a lower level than this card from your Deck or Extra Deck to your hand. Once per turn, you can discard 1 card, then target 1 LIGHT Spellcaster-type monster you control; that target gains 1000 ATK until the end of the turn and this card loses 1000 ATK.

2500/1000

 

Musical Scale Arbiter - F

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Musical Scale Arbiter - F

LIGHT/Spellcaster
Level 6 / Scale 7
1600/2400
 
Pendulum: Once per turn, during either player's End Phase: You can destroy this card, then add 1 "Musical Scale" monster to your hand from your Deck. If a "Musical Scale" monster you control would be destroyed, you can destroy this card instead.
 
Monster: If this card is Pendulum Summoned: You can add 1 "Musical Scale" monster with a lower level than this card from your Deck  to your hand. Once per turn, you can discard 1 card, add 1 Spellcaster-Type LIGHT Pendulum monster from your hand to Extra Deck, face-up.
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Musical Scale Arbiter - D
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Musical Scale Arbiter - D

LIGHT 5*

Scale: 6<>6

Spellcaster/Pendulum/Effect

PE: If you Pendulum Summon 1 Pendulum Monster to your Extra Monster Zone, you can move that monster to an open Main Monster Zone you control, and if you do, Special Summon 1 "Musical Scale" monster from your GY or face-up in your Extra Deck.  If a "Musical Scale" monster you control would be destroyed, you can destroy this card instead.

ME: If this card is Pendulum Summoned, target 1 card in your Pendulum Zones: Add 1 "Musical Scale" monster from your Deck or Extra Deck to your hand whose level is the same as that monster's scale.  During either player's turn, if a LIGHT Pendulum monster you control battles, you can discard 1 card; all face-up cards your opponent controls are negated until their next End Phase.

2000/1400

 

The Major Musical Scale

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The Major Musical Scale

Continuous Spell

LIGHT Spellcaster-Type monsters face-up in your Extra Deck can be Pendulum Summoned to unlinked Main Monster Zones. "Musical Scale" monsters you control gain 200 ATK for each "Musical Scale" card face-up on the field. Once during either player's turn (Quick Effect): If your opponent would activate a card or effect that would add a card to their hand, you can select and activate 1 of the following effects:

●Negate the activation, and if you do, destroy that card.

●Add 1 "Musical Scale" card from the same location (Deck, Graveyard, et cetera) to your own hand.

 

Musical Scale Arbiter - E

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Musical Scale Arbiter - E

LIGHT
Spellcaster/Pendulum/Effect

Scale 5

7/2200/1600

 

Pendulum Effect: Once per turn: if a "Musical Scale" Spell Card is activated: Choose 1 "Musical Scale" monster in your Deck, and your opponent chooses whether to have you place it in your Pendulum Zone or your Extra Deck.

 

Monster Effect: If this card is Special Summoned: Target 3 "Musical Scale" cards in your Graveyard; shuffle them all into your Deck, then draw 1 card. You can only use this effect of "Musical Scale Arbiter - E" once per turn.

 

The Minor Musical Scale

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The Minor Musical Scale

Continuous Spell

Your opponent cannot negate the Summon of LIGHT Spellcaster Pendulum monsters. Other "Musical Scale" cards you control cannot be targeted by your opponent's cards or effects. Once during either player's turn (Quick Effect): If your opponent would Summon exactly 1 monster, you can select and activate 1 of the following effects:

●Negate the Summon, and if you do, destroy that monster.

●Special Summon 1 "Musical Scale" monster from the same location (hand, Graveyard, et cetera).

 

Musical Scale Arbiter - C

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Musical Scale Arbiter - C

LIGHT | Spellcaster | Level 4 | Scale 5 | Pendulum | Effect

Pend: If you Pendulum Summon 1 Pendulum Monster to your Extra Monster Zone, you can add 1 "Musical Scale" monster from your Deck to your hand whose level is less than the summoned monster's. You can destroy this card, then target 1 "Musical Scale" monster in your Extra Deck; add that monster to your hand. You can only use this effect of "Musical Scale Arbiter - C" once per turn.

Monster: If this card is Special Summoned: You can Special Summon 1 "Musical Scale" monster from your hand with its effects negated. During either player's turn, if a LIGHT Spellcaster monster battles: You can banish this card, then target 1 monster your opponent controls; that monster's ATK becomes 0.

1400/1400

 

Musical Scale Rest

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Musical Scale Rest

Quick-Play Spell

Activate only at the start of a phase, except for the Draw Phase, Main Phase 1, or End Phase. Skip that phase. You must control a face-up "Musical Scale Arbiter" monster to activate and resolve this effect.

 

Musical Scale Key Change

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Protagonist Math: The Muto Theorem

Level 6 Dark

Psychic/Effect

?/?

This monster's ATK and DEF are equal to the number of Level 6 Psychic monsters on the field times 1000. When this monster is summoned, you can destroy and Banish one card on the Field, then you may special summon one Level 6 Psychic monster from your Deck.

 

Protagonist Science: The Fudo Theorem

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Protagonist Science: The Fudo Theorem

LIGHT

Level 6

ATK: 1000 DEF: 2000

Psychic/Tuner/Effect

When this card is summoned: you can change it's level to be equal to the amount of level 6 Psychic-Type monsters you control. Once per turn, when "Protagonist Science: The Fudo Theorem" is sent to the graveyard, you can add 1 level 6 Psychic-Type monster from your deck to your hand.

 

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Protagonist Physics: The Sakaki Theorem

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Protagonist Physics: The Sakaki Theorem

FIRE/Psychic

Level 6

2000/1800

 

Once per turn: You can banish 1 Level 6 Psychic-Type monster from your Graveyard, this card gains banished card's effect until the End Phase. If this card is sent to the Graveyard: Banish this card from your Graveyard; then target up to 2 Level 6 Psychic-Type banished monster, Special Summon those targets, but they cannot activate their effects until the End Phase.

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Protagonist History: The Judai Theorem

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Protagonist History: The Judai Theorem

DARK

Level 6

Psychic/Effect

ATK: 2000 DEF: 2000

You can discard this card: reveal 1 Fusion monster in your Extra Deck, then add 1 Psychic-Type monster from your deck to your hand that would be a valid Fusion material for the revealed monster. When this card is summoned, you can add 1 "Theorem" Spell/Trap from your deck to your hand. You can only use each effect of "Protagonist History: The Judai Theorem" once per turn.

 

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Theorem Integration

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