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Beckoning Dream

Normal Trap

 

Target 1 face-up monster on the field; until the 2nd Standby Phase after this card's activation, that monster cannot attack, change its battle position, or be targeted for attacks, also its effects are negated. During the 2nd Standby Phase after this card's activation, if that monster is still on the field: Apply the appropriate effect, depending on who controls that monster.

● You: Double the ATK and DEF of that monster.

● Your opponent: Banish that monster, face-down.

 

Holy Ray of Purification

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Holy Ray of Purification

Spell

<<Picture shows the old man from the Solemn Cards watching the witch be bathed in light. She is being transformed and she's looking at her hands a la Metamorphosis>>

If you control a LIGHT Fairy monster you can either:

- Set 1 Counter Trap from your Deck

- Target 1 Counter Trap in your GY; Banish it, and if you do, Set 2 Counter Traps from your hand or Deck with the same name as that target.

You can only activate 1 "Holy Ray of Purification" per turn.

 

(Admittedly, this card would probably be broken as long as Drastic Drop Off is a thing)

 

 

Ode of Terror

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Ode of Terror

Spell Card

Destroy all monsters on the field, then both players Special Summon monsters from the Deck up to how many monsters were destroyed on each player's zone, ignoring their summoning conditions. These monsters have their ATK and DEF reduced to 0, can't be tributed, can't be used for a Fusion, Synchro, XYZ or Link Summon, can't activate their effects, and are banished on the End Phase.

 

Next: Justice for the Desolate

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Justice for the Desolate

Trap

 

If your opponent activates a Trap card from their Hand, you can activate this card from your Hand. If your opponent activates a card effect that would banish cards you control: Banish the top card of your opponent's Deck face-down for each card that would be banished by that effect, then monsters you control cannot be banished by card effects for the rest of the turn.

 

Next - Time Thief Heist Master 

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Time Thief Heist Master

DARK - Level 4 - Psychic/Effect - 1300/1800

If your opponent Summons, or activates the effect of, a monster with a Level during your turn: You can Special Summon this card from your hand or GY, then, immediately after this effect resolves; Xyz Summon 1 "Time Thief Redoer", using this card and that monster as Material. You can only activate this effect of "Time Thief Heist Master" once per turn. A Psychic Xyz monster with this card as Material gains the following effects:

●Once per turn, if this card detaches Xyz Material to activate its effect, you can target 1 face-up Special Summoned monster your opponent controls in Attack Position: Attach that target to this card as Xyz Material.

●Once per turn, you can add 1 "Time Thief" card from your GY or that is banished to your hand.

 

Gatlingear Assault Automaton

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Gatlingear Assault Automaton

9/FIRE/Machine/Synchro/2500/2200

1 Tuner + 2+ non-Tuners

If this card is Synchro Summoned: You can equip up to 3 other Machine monsters to this card (1 from your hand, 1 from your field, and/or 1 from your GY). This card can make an additional number of attacks per turn up to the number of Equip Cards equipped to it. You can send 1 Equip Card equipped to this card to the GY, then target 1 card your opponent controls; destroy it.

 

Next: Gatlingear Sparkog

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Gatlingear Sparkog

FIRE

Machine/Tuner/Effect

Level 2 - 0/600

 

Once per turn, while this card is equipped to a monster: You can Special Summon this equipped card. When you do: Send 1 "Gatlingear" monster from your hand to the GY, this card's Level becomes the sent monster's Level. You can use this effect of "Gatlingear Sparkog" once per turn.

 

Gatlingear Reload Section

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Gatlingear Reload Section

Field Spell

When this card is activated: You can add 1 “Gatlingear” monster from your Deck to your hand. You can target 1 Machine monster you control; equip 1 “Gatlingear” monster from your GY to that target. During your End Phase: You can target 1 other “Gatlingear” card you control; return it to the hand. You can only use each effect of “Gatlingear Reload Section” once per turn.

 

Next: Gatlingear Spur Soldier

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Gatlingear Spur Soldier

FIRE l Level 4 l Machine l Effect

When this card is Normal Summoned, you can equip 1 “Gatlingear” Tuner monster to this card from your hand or Deck. If a card that is equipped to this card leaves the field, you can Special Summon 1 Machine monster from your GY with 600 DEF except “Gatlingear Spur Soldier”. you can only activate each effect of “Gatlingear Spur Soldier” once per turn.

1600/600

 

Gatilngear Sharp Shot

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Gatlingear Sharp Shot

3/FIRE/Machine/1200/600

Can attack directly while equipped with an Equip Card. If this card is sent to the GY to activate the effect of a “Gatlingear” card: You can Special Summon 1 “Gatlingear Token” (Level 2/FIRE/Machine/ATK 0/DEF 600). You can only use this effect of “Gatlingear Sharp Shot” once per turn.

 

Next: Gatlingear Helicaliber

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  • 2 weeks later...
Gatlingear Helicaliber

FIRE/Machine-Type Link Effect Monster/Link-1/600 ATK

 

Link Arrows: Bottom Left

 

Lore: 1 Machine monster with 600 DEF

During your Main Phase: You can add 1 Machine monster with 600 DEF from your Deck to your hand. If a monster(s) is Synchro Summoned to a zone this card points to: You can equip 1 Machine monster with 600 DEF from your Deck to that card, and if you do, it is unaffected by other monster effects until the end of the next turn, also this card gains ATK equal to half the ATK of the equipped monster (permanently). You can only use each effect of “Gatlingear Helicaliber” once per turn.

 

 

NEXT UP: 

 

Gatlingear Tactic - Hollowpoint Hail
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Gatlingear Tactic - Hollowpoint Hail

Quick-Play Spell

Special Summon as many Machine Monsters in your Spell/Trap Zone as possible, and if you Special Summon 2 or more "Gatlingear" monsters this way, you can equip 1 "Gatlingear" monster with a different name from your Deck to those monsters.

 

Next:

Crusadia Apotheosis
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  • 3 weeks later...
Crusadia Apotheosis

Quick-Play Spell

Tribute any number of your linked "Crusadia" monsters; draw cards equal to the number of monsters Tributed +1. You can only activate 1 "Crusadia Apotheosis" per turn.

 

N/C: Holo Counter (NOT a Counter Trap, or better, not a card that mentions Counter Traps anywhere)

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Crown of Thorns

Equip Spell

The equipped monster loses 500 ATK, and cannot activate its effects. If this card that was equipped to your opponent's monster is sent to the Graveyard because the monster it was equipped to was sent to your opponent's Graveyard: You can equip this card from your Graveyard to a face-up monster your opponent controls, and if you do; draw 1 card. If your opponent Link Summons a Link monster: You can banish 2 Equip Spell Cards from your Graveyard; equip this card from your Graveyard to that Summoned monster. You can only activate this effect of "Crown of Thorns" once per turn.

 

Nightmare Phantasm Passage

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Nightmare Phantasm Passage

Continous Spell

 

When this card is activated: Take 1 Fiend monster from your GY or among banished cards; either add it to your hand or Special Summon it. During your Main Phase 1, you can conduct 1 additional Normal Summon this turn.(You can gain this effect once per turn.) If you control a monster that is a not Fiend monster: Destroy this card. You can only control 1 "Nightmare Phantasm Passage".

 

Nightmare Phantasm - Er'ath

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Nightmare Phantasm - M’sar

Level 3 DARK Fiend/Effect

If a “Nightmare Phantasm” Monster is Normal Summon: You can Special Summon 1 “Phantasm Token” (Fiend/DARK/Level 1/ATK ?/DEF 0). (When Summoned, its ATK becomes equal to the current ATK of the monster on the field that has the highest ATK. Your choice, if tied.), but it cannot be used as Link Material this turn, except for the Link Summon of a Fiend Monster. If a “Nightmare Phantasm” Monster you control would be destroyed by battle or card effect, you can destroy 1 Token on the field instead.

ATK/1500 DEF/1000

 

Next:

Nightmare Phantasm - Cur’mery

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Nightmare Phantasm - Cur'mery

DARK - Level 3 - Fiend/Effect - 1200/1100

If you Normal Summon a "Nightmare Phantasm" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Nightmare Phantasm" card from your Deck to your hand. You can only activate this effect of "Nightmare Phantasm - Cur'mery" once per turn. If this card is sent from the field to the Graveyard, and you control a non-Token "Nightmare Phantasm" monster: You can Special Summon 1 "Nightmare Phantasm Token" (Fiend/DARK/Level 1/DEF 0) with ATK equal to half the ATK of the monster on the field with the highest ATK. "Nightmare Phantasm Tokens" cannot be used as Link Material, except for the Summon of a Fiend monster. You can only activate this effect of "Nightmare Phantasm - Cur'mery" once per turn.

 

King's Rite - King Fog's Illusion Corridor

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King's Rite - King Fog's Illusion Corridor

Field Spell

While this card is face-up on the field, monsters you control with "King Fog" on their original card name gain 500 ATK and can attack all monsters on your opponent's side of the field. Also, during your opponent's turn, flip all monsters you control face-down (even in Attack Position) and rearrange their positions on your Monster Zone.

 

Next: King Fog's Illustrious Guardian OR Raging F.G.D - Water Form

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Raging F.G.D - Water Form

WATER Level 12

45000/5000

Dragon/Effect

Must first be Special Summoned by the effect of "Five Dragons' Rage". Dragon-type monsters you control cannot have their ATK or DEF lowered, and cannot be switched to Defense position. Once per turn, during either player's turn; you may Discard exactly 1 Dragon-type monster you control: Banish up to 3 Facedown cards that your opponent controls.

 

Five Dragons' Rage

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Shoot. Curse this upload's sticky timing. Alright, I'll do both.

 

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King Fog's Illustrious Guardian

DARK/Fiend-Type Effect Monster/Level 1/600 ATK/500 DEF

 

Lore: All monsters on the field without 1000 or less ATK lose ATK equal to this card's ATK. You can only use each of these effects of "King Fog's Illustrious Guardian" once per turn. 

● During the Main Phase (Quick Effect): You can Normal Summon 1 Level 3 or lower lower non-DARK Fiend monster from your hand as an additional Normal Summon. 
● If this card is moved to a different place (Main Monster Zone, Hand, GY or banished zone) by the effect of a Zombie monster, or "King's Rite - King Fog's Illusion Corridor": You can take 1 Level 1 Fiend monster from your Deck and move it to the same place.

 

 

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Five Dragons' Rage

Quick-Play Spell Card

 

Lore: Banish 5 Dragon monsters you control or in your hand; Special Summon 1 Dragon Fusion Monster from your Extra Deck. If Summoning a Level 12 Fusion Monster this way, you can also banish 1 Dragon monster in your Deck, and/or Extra Deck, but if you do, after this effect resolves, you cannot Special Summon monsters for the rest of this turn. You can only activate 1 "Five Dragons' Rage" per turn.

 

 

NEXT UP, to keep up with @@Kazuchika Okada and his suggestion splitting....

 

Storming F.G.D. - Flame Form or King Fog's Arrogant Archduke

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