Jump to content

Make a Spell/Trap Card Game


Recommended Posts

(Time to make another one for AGM)

 

Furryparadise, Crazy City Fur Hire

Field Spell

You can only use the (2) and (3) effects of "Furryparadise, Crazy City Fur Hire" each once per turn. (1) "Fur Hire" monsters you control gain 300 ATK and DEF for each "Fur Hire" monster on the field. (2) You can shuffle up to 3 "Fur Hire" cards from your hand into the Deck (min. 1); draw the same number of cards +1. (3) You can Special Summon 1 "Fur Hire" monster from your hand.

 

Now you have an actual reason to run a Field in Fur Hires and also supplements Folgo in a way. (Well, AGM doesn't get Folgo because it's a Link and you can figure out the rest). And yes, deals with their generally low power in the short term.

 

And no, I am not a full-on furry; let's get that straight before this gets meme'd to hell and back. Also blame Konami for this.

 


 

"Ice Barrier" card

Link to comment
Share on other sites

  • Replies 396
  • Created
  • Last Reply
Springs of the Ice Barrier

Quick-Play Spell Card

Special Summon 1 "Ice Barrier" monster from your Deck, but it cannot attack. You can only activate 1 "Springs of the Ice Barrier" per turn.

 

 

Simple, but I still doubt if it helps its problems with Ice Barriers.

Salamangreat Spell.

Link to comment
Share on other sites

Salamangreat Cycle
Spell/Quick-Play
Target 1 Link Monster you control and a number of "Salamangreat" monsters in your GY, up to the number of Link Arrows on the targeted Link Monster; banish the targeted monsters in your GY, then Special Summon a number of "Salamangreat Spark Tokens" (Cyberse/FIRE/Level 1/0 ATK/0 DEF) to your side of the field, equal to the number of cards banished by this effect. Immediately after this effect resolves: Link Summon 1 Link Monster with the same Link Rating as the targeted Link Monster, using the targeted Link Monster and the "Salamangreat Spark Tokens" Special Summoned by this effect. "Salamangreat Spark Tokens" cannot be used as material for a Summon, except for the Summon of a Cyberse monster, also they cannot be targeted for attacks or by card effects while in zones that "Salamangreat" Link Monsters point to. You can only activate 1 "Salamangreat Cycle" once per turn.

Salamangreat Trap.

Link to comment
Share on other sites

Salamangreat Legacy

Counter Trap Card

When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" monster: Negate the activation, and if you do, destroy that card. If you control a "Salamangreat" Link Monster that was Link Summoned using a monster with the same name as itself as a material, you can activate this card from your hand. You can only activate 1 "Salamangreat Legacy" per turn.

 

Spell/Trap for Ren's White monsters.

Link to comment
Share on other sites

White Advent

Continuous Spell
WATER Tuner monsters you control are unaffected by your opponent's Spell effects. Once per turn: You can Special Summon 1 WATER non-Tuner monster from your hand or 1 WATER Fish "White" monster from your GY, and if you do, you can treat it as a Tuner. If you Special Summon a monster from the GY with this effect, banish this card.

 

 

Next:

Voltage Ignition

Link to comment
Share on other sites

Voltage Ignition

Continuous Spell

You can banish 1 Thunder monster in your GY; add up to 2 Thunder monsters with the same Level but with a different name from that monster from your Deck to your hand. If a Thunder monster is Summoned to your field: You can draw 1 card. You can only use each effect of "Voltage Ignition" once per turn. 

 

Synergy with Thunder Dragon is obvious, though you could probably use it to search other stuff in Batterymen / Hunders or whatever else. Let's hope this doesn't break them.

 


 

Version of Mask Change II that can send monsters from the Deck / Extra Deck to summon stuff.

Link to comment
Share on other sites

Mask Change III

Quick-Play Spell

Target 1 face-up Warrior monster you control that has a Level, then send 1 Warrior monster with the same Attribute as that target from your Deck or Extra Deck to the GY; send that target to the GY, also, after that, if it left the field by this effect, Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Attribute, but a higher Level than, the Attribute/Level the monster had when it was on the field (its original Attribute/Level, if face-down. This Special Summon is treated as a Special Summon with "Mask Change"). You can only activate 1 "Mask Change III" per turn.

 

 

Next:

The Eleventh Garden

Field Spell or Continuous Spell/Trap

Link to comment
Share on other sites

The Eleventh Garden

Field Spell Card

Your opponent cannot declare direct attacks while you control a monster. While your opponent controls only Attack Position monsters or Defense Position monsters, the monster you control with the lowest ATK can attack directly.

 

Not sure if that's good or bad, I am making cards for fun.

 

A generic Counter Trap for Sea Serpent-Types.

Link to comment
Share on other sites

Judgment of Kairyu-shin

Counter Trap

If your opponent Summons a monster(s) while you control a Sea Serpent monster: Negate the Summon of those monsters, and if you do, shuffle them into the Deck. If you control a Level 5 or higher Sea Serpent monster, you can activate this card from your hand. You can only activate 1 "Judgment of Kairyu-shin" per turn.

 

(Summon negation for Sea Serpents and stuff; this should be sufficient enough, zzz)

 


 

Variant of Vanity's Emptiness that stops Normal Summons/Sets.

 

(Right...and Emptiness is still banned on TCG-side, so...take that into account)

Link to comment
Share on other sites

Gloam Palladion

Quick-Play Spell

Target 1 "Palladion" Link monster you control; Return it to the Extra Deck, then you can Special Summon "Palladion" monsters from your GY equal to the Link Rating of the returned monster. You can only activate 1 "Gloam Palladion" per turn.

 

An Abyss Actor card that ties together the Abyss Scripts, Abyss Prop, and Fantastic Theater.

Link to comment
Share on other sites

Abyss Script - Stunt Replacement

Continous Spell Card

Once per turn, you can banish 1 Spell/Trap that lists "Abyss Actor" in its Card text from your Hand or Deck; apply that Spell/Trap's effect, also, immediately after that effect resolves, if the banished card was a Continous Spell or Field Spell, replace this effect with that card's original effects. If this card leaves your Spell/Trap Zone, return all of your banished "Abyss Script" cards to the GY. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: Shuffle all banished cards into the deck

 

Next:

Singularity Trap Hole

Link to comment
Share on other sites

Singularity Trap Hole

Normal Trap

If your opponent Special Summons a monster(s), and they have Summoned 10 or more monsters this turn: Negate the effects of all monsters your opponent controls, then destroy all cards on the field. If you controlled a "Traptrix" monster(s) when this card was activated, you can draw 1 card after it resolves.

 

Does that sound like it's never going to trigger consistently, except against things like Quasar turbo and Extra Links? The faster the game gets, the more Decks will trigger it . . . until all falls into the Singularity.

 

Dynamic Dynamite Dynamo

Link to comment
Share on other sites

Dynamic Dynamite Dynamo

SPELL/Continuous

You can only use this card's (2) effect once per turn.

(1) Once per turn: You can destroy 1 Machine monster you control, and if you do, Special Summon 1 Thunder monster from your Deck or Extra Deck of the same Level, Rank or Link Rating as the destroyed monster. If the Summoned monster is an Xyz monster, attach the destroyed monster in the GY to it as Xyz Material.

(2) You can banish this card from your GY, then select 1 Thunder monster you control; Special Summon 1 Thunder monster from your Deck or Extra Deck of the same Level, Rank or Link Rating as the destroyed monster.

 

I like Thunder Dragons a ton, so I'm all for Thunder support :D

Also, a dynamo is a machine that converts mechanical energy to electric energy, so that's why it's the machine-to-thunder dealio.

 

Next: Grotto of Lost Souls

Link to comment
Share on other sites

Grotto of Lost Souls

Field Spell

While a player has 10 or more monsters in their GY, monsters they control lose 1000 ATK/DEF. Once per turn, the turn player can Special Summon 1 monster from their GY, but its effects are negated. If this card is destroyed and sent to the GY: Both players lose 200 LP for each monster in their GY.

 

So...this theoretically punishes Zombies and other Decks that frequently rely on the GY to do things, but you do get to revive something (provided you have summoned it properly and not bound by conditions). Now are you thinking about running monster mash after this?

 


 

"Prankid" support card

Link to comment
Share on other sites

Prankid Practical Joke-Car

SPELL/Continuous

 

Cannot be destroyed by card effects. You can Special Summon 1 "Prankid" monster from your hand, Deck or GY whose Type and Attribute are not among the monsters you control, but u ou cannot Special Summon monsters from the Extra Deck for the rest of the turn, except "Prankid" monsters. You can only use this effect of "Prankid Practical Joke-Car" once per turn.

 

Should help Prankids with the speed issue they have: Actually getting them on the field in the first place.

 

 

Next: Green-Aid (Possibly nature related, and also grenade)

Link to comment
Share on other sites

Green-Aid

Normal Trap

During the End Phase of the turn this card is activated, send all monsters you control to the Graveyard, then your opponent sends as many monsters as possible they control to the Graveyard, but not exceeding the number of monsters you sent. After this effect resolves: Each player can Special Summon 1 Level 3 or lower Plant-Type monster from their respective hand, Deck, or Graveyard. You can only activate 1 "Green-Aid" per turn.

 

Meager Peasant Fare

Link to comment
Share on other sites

Meager Peasant Fare

Trap/Continuous

Neither player can discard card(s), send card(s) from their hand or Deck to the GY, banish card(s) from their hand, Deck, or GY, or pay LP as a cost to activate effects. If a monster(s) is Tributed: Destroy this card.

 

Meet the Vanity's Emptiness of our time.

 

Make a Nephthys Spell/Trap Card. Bonus points if it's a Ritual Spell that's better than Rebirth.

Link to comment
Share on other sites

sheet, the ninja :(

 

 

[spoiler=Meager Peasant Fare]

Meager Peasant Fare

SPELL/Continuous

Pay 50 LP to activate this card. During each End Phase, if the only monsters you control are Level 3 or lower (min. 1): You can add 1 Level 3 or lower monster from your Deck or GY, or that is banished, to your hand.

 

The fare is quite meager, only 50 LP, and it only adds Level 3 or lower monsters coz they're peasants. Plus if you can keep your monsters alive during your opponent's turn, it goes off then, too.

 

 

 

I'll let the next person to a Nephthys card. I know nothing about them.

Link to comment
Share on other sites

Well, there was a 6 minute lag between you and Dan's stuff, so...yeah.

 

But let's give Nephthys another Ritual Spell.

 

Great Invocation of Nephthys

Ritual Spell

This card can be used to Ritual Summon any number of "Nephthys" Ritual Monsters. Tribute 1 monster from your hand or field, or send 1 monster from your Extra Deck to the Graveyard, also, after that, Ritual Summon any number of "Nephthys" monsters from your hand or GY whose total Levels exactly equal the Level of that monster. Then, if you Ritual Summoned by Tributing "Avatar of Nephthys" or "Sacred Blue Phoenix of Nephthys", you can destroy a number of cards on the field, up to the number of monsters Ritual Summoned with this card's effect. You can only activate 1 "Great Invocation of Nephthys" per turn.

 

Not that you would ever summon 3 Rituals to fuel their new bosses; least not at this time, but it's there if you want to trigger more stuff.

 


 

Beast support card

Link to comment
Share on other sites

Bestial Festival

Continuous Spell Card

You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 Level 4 or lower Beast monster from your Deck. You can only use this effect of "Bestial Festival" once per turn. If this card is destroyed by a card effect and sent to the GY: You can add 1 Level 5 or higher Beast monster from your Deck to your hand.

 

World Legacy support card for a World Legacy-related archetype of your choice.

Link to comment
Share on other sites

Reconnect Crusadia (Reconnect Palladion)

Quick-Play

Target up to 2 "Crusadia" monsters in your GY; Special Summon them to zones a Link Monster points to. You can only activate 1 "Reconnect Crusadia" per turn.

 

Use this to trigger off the Main Deck, or just more monsters to start doing Link laddering and whatever. You figure out what works for you in here. 

 


 

"Dragunity" legacy support

 

(People weren't happy with Konami's attempt, so I guess you try to do it yourself here)

Link to comment
Share on other sites

Dragunity Ambush

Normal Trap Card

Target 1 "Dragunity" Monster in your GY; Special Summon it and if you do, equip 1 "Dragunity" Monster from your Hand, Deck, or GY to that Monster. If a "Dragunity" Monster is destroyed by Battle or your opponent's Card Effects, you can banish this card; Special Summon 2 "Dragunity" Monsters from your Deck or GY (1 Winged-Beast and 1 Dragon), then destroy cards your opponent controls equal to the number of "Dragunity" cards you control. You can only use this effect of "Dragunity Ambush" once per turn.

 

Next:

A card to out the Knightmare Extra Link

Link to comment
Share on other sites

Denied Extra Link

Normal Spell

Only activate if your opponent controls 4 or more co-linked Link monsters. This card and its effects cannot be negated, also Link monsters cannot activate their effects on the field for the rest of the turn. All of your Main Monster Zones are treated as if a Link monster is pointing to them. For the rest of the turn, if you Special Summon a non-Link monster(s) from your Extra Deck, and your opponent controls a Link monster: Your opponent must banish 1 card they control, face down. You can only activate 1 "Denied Extra Link" per turn.

 

Name it after a song by The Offspring.

Link to comment
Share on other sites

You're Gonna Go Far, Kid

Normal Spell

Return 1 face-up monster you control to your hand, then have your opponent choose 1 random card in your hand; if the chosen card has the same name as the card that was added back to your hand, discard it and send all other cards with the same name as the discarded card from your hand, Deck, and field to the GY, otherwise Special Summon all monsters with the same name as the card returned to your hand from your hand, Deck, or GY, then your opponent takes damage equal to the original ATK of one of the Special Summoned monsters. You can only activate 1 "You're Gonna Go Far, Kid" per turn.

 

Quite a mouthful that was.

-----

 

A card named "Fossil Rising"

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...