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Make a Spell/Trap Card Game


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I have no idea what that card does. Could you clarify the grammar more maybe?

 

Reverse Engineering

Quick Play Spell

Banish 1 Level 4 or higher Machine monster you control; Special Summon any number of "Module Tokens" (Machine/Normal/EARTH/Level 2/ATK 0/DEF 0) in Defense Position, so that the total Level of those tokens are equal to or less than the Level of the banished monster. While you control a "Module Token", you cannot Special Summon monsters, except Machine monsters. You can only activate 1 "Reverse Engineering" per turn.

 

Battle in Blazes

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Battle In Blazes

Quick-Play Spell

Activate during either player's Battle Phase. Until the end of this Battle Phase, all non-FIRE monsters lose 400 ATK and DEF for each FIRE monster on the field, during damage calculation only. If a FIRE monster battles a non-FIRE monster and is not destroyed as a result, destroy the non-FIRE monster it battled after damage calculation. If a FIRE monster battles a non-FIRE monster and is destroyed as a result, the non-FIRE monster permanently loses 400 ATK and DEF, and if both are reduced to 0, destroy it.

 

Next: Slash and Burn

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Basically, if it shifts equip targets while on the field, you can target 1 monster on the field and equip it to the new equipped monster, and it boosts the stats of the new guy by half the stats of the thing Sheath just ate. This procs every time it switches, so it's surprisingly powerful in that way.

 

[spoiler= Ninja'd]

Battle in Blazes

Continuous Trap

Once per turn, if a Pyro-Type monster is destroyed on the field: You can Special Summon 1 Pyro-Type monster from your Deck with less ATK than the destroyed monster. Once per turn, if you take damage from a battle involving a Pyro-Type monster: You can inflict damage to your opponent equal to the damage you took. Once per turn, if your opponent takes damage from the effect of a Pyro-Type monster: You can draw 1 card, then gain 300 LP for each card in your hand.

 

And the sad part is, Pyro is still awful as a Type, even with this card.

 

 

 

Slash and Burn

Quick-Play Spell

Destroy 1 face-up Spell/Trap Card you control, then draw 1 card. If the card you drew is a card of the same Type (Spell or Trap) as the destroyed card: You can target up to 2 cards your opponent controls, up to 1 each of a monster and/or Spell/Trap; destroy that target(s). You can only activate 1 "Slash and Burn" per turn.

 

Make a Continuous or Field card that turns battle traps (either a specific one, or battle traps in general) into an engine card. Like Mirror Force Launcher but good.

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Wall Builder's Assembly

Continuous Trap

When this card is activated: Set 1 "Wall" Normal Trap directly from your Deck to your side of the field. It can be activated this turn. Once per turn: You can send 1 Trap from your Deck to the GY; Set 1 "Wall" Normal Trap from your Deck. It can be activated this turn.

 

Note: This excludes "Shiranui Swallow Style"

 

Notable targets include Wall of Disruption, Power Wall, and Dimension Wall. It also mills traps for decks that like that.

 

something that involves gaining LP in increments.

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Spring of the Fallen

Continuous Spell

When this card is activated: Gain 100 LP for each card in the GYs, During your next Standby Phase: gain 200 LP for each card in the GY when this card was activated. This amount increases by 100 during each Standby Phase. While you have 7 or more monsters with different names in your GY, you take no battle or effect damage.

 

(idea is to play this when there's a ton of cards in the GY, protect this and then get a ton of LP. So...side this against heavy mill Decks and the LP gain goes up. It also relies on you to note how many cards were in the GY at the time you play this, so...take notes)

 


 

Something that allows for Synchro, Xyz or Link Summoning using materials from the Deck or GY.

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Spiral of Black and White

Continuous Trap

You can only activate and resolve this card's effects if you have 2 or fewer cards in your hand, also you cannot control other Continuous Trap Cards. Once per turn, during either player's turn, you can, immediately after this effect resolves: Synchro Summon, by banishing appropriate Materials from either player's Graveyard (only one Material for this Summon can be from your opponent's Graveyard). Once per turn, during either player's turn, you can, immediately after this effect resolves: Xyz Summon, using appropriate Materials with Levels from your Graveyard. Once per turn, if a Fusion, Synchro, or Xyz monster is in your Extra Monster Zone: You can move that monster to one of your unoccupied Monster Zones.

 

Make a card that banishes any low-Level monster as cost, that stays on the field to be reused.

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Unstable Charge Unit

Equip Spell

 

You can only control 1 face-up "Unstable Charge Unit". Equip to only Cyberse or Machine monster. Equipped monster gains 1500 ATK or DEF and unaffected by other Spell/Trap effects. During the End Phase; banish 1 Level 4 or lower Cyberse or Machine monster from your GY(this is not optional), or destroy this card. If this card leaves the field, banish the equipped monster. If the equipped monster leaves the field, banish this card.

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Make something for "Entity" archetype

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Secret of the Moon

Quick-Play Spell

Tribute 1 "Entity" monster; Special Summon 1 "Entity" monster from your Extra Deck with a different monster type (Fusion, Synchro, Xyz, etc.) from that monster's, and if you do, if it is a Xyz Monster, you can attach the Tributed monster to it as Xyz Material. (This Special Summon is treated as an appropriate Summon.) You can only activate 1 "Secret of the Moon" per turn.

 

 

Next:

Equip Spell with an effect that can put it back into the Deck from the hand, field and/or  GY.

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  • 2 weeks later...

Ebony Grieves

Equip Spell

Can only be equipped to a DARK monster.  If you Special Summon exactly 1 DARK monster: you can equip this card from your Deck to that monster.  You can only equip 1 "Ebony Grieves" to a monster this way per turn.  Once per turn: the equipped monster is unaffected by card effects.  If exactly 1 DARK monster is banished, you can shuffle this card from your hand, field, or GY into your Deck.

 

A spell card with a discard cost

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Harpie's Feather Dusting

Normal Spell Card

Discard 1 Card, then reveal all Set Cards in your opponent's Spell/Trap Zone; destroy all cards with the same card type as the discarded card (Monster, Spell, Trap) in your opponent's Spell/Trap Zone. You can only activate 1 "Harpie's Feather Dusting" per turn.

 

Next:

Squash of Greed

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  • 2 weeks later...

World Legacy Appraisal

Normal Spell 

Pay 1000 LP. Declare an archetype and a number, then look at your opponent's GY and all their banished cards (including face-down cards). After this effect resolves, activate one of the following effects, based on the number of cards of that archetype there were.

* Equal to the number you declared: Draw 2 cards.

* The number you declared +/- 2: Draw 1 card.

* Any other number: Discard 1 card, also banish this card face-down.

You can only activate one "World Legacy Appraisal" per turn.

 

I realize an official card probably wouldn't include the word "archetype" in it, but I couldn't think of a less clunky way to word it.

 

A new "Pot of" card

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Pot of Poverty

Normal Spell

Draw 2 cards. For the rest of the turn, each time you activate a monster effect, discard 1 card and banish 2 cards from your Graveyard or negate the effect. You cannot add cards from your Deck to your hand during the turn you activate this card, except by the effect of "Pot" Normal Spell and/or "Jar" Normal Trap Cards.

 

Jar of Poverty

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Jar of Poverty

Trap Card

Draw 2 cards. You can only attempt to Summon 1 monster and activate 1 monster effect, 1 Spell Card or its effect, and 1 other Trap Card or its effect, during the turn you activate this card.

 

Dunno if the card text is too messy but basically you can only activate 1 effect of each type, and Summon 1 monster, during the turn you activate the card.

 

 

Next:

Ritual Spell with "Sauravis, the Ancient and Ascended" in its card text.

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The Ascended Ritual

Ritual Spell Card

 

This card can be used to Ritual Summon any Level 7 or higher Ritual Monster. You must also Tribute monster from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If "Sauravis, the Ancient and Ascended" is discarded to your GY while this card in in your GY; you can add this card to your hand. You can only activate each effect of "The Ascended Ritual" once per turn.

 

Another "Vedread" Ritual card. They need a 3rd one

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Revendread Revival

Ritual Spell Card

This card can be used used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute Zombie monsters from your hand or either side of the field, and/or return banished Zombie monsters to the GY whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If a Zombie Monster is Special Summoned from the GY, you can add this card from your GY to your hand. You can only use this effect of "Revendread Revival" once per turn. If "Vendread Chimera" or "Vendread Battlelord" is sent from the field to the GY, you can shuffle this from your GY into the deck; Special Summon that Monster.

 

Next: 

Magical Musket - Fiendish Forge

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  • 1 month later...
Magical Musket - Fiendish Forge

During the Main Phase, the turn player can Normal Summon 1 "Magical Musket" monster in addition to their Normal Summon/Set. (Each player can only gain this effect once per turn.) If a Monster is Normal or Special Summoned in the same column as a "Magical Musket" Monster, you can add 1 "Magical Musket" card from your Deck or GY to your Hand, also all "Magical Musket" monsters on the field gains 1000 ATK/DEF and cannot be targeted by your opponent's card effects until the end of this turn. You can only use this effect of "Magical Musket - Fiendish Forge" once per turn. 

 

 

Next:

Cynet Reprogamming

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Cynet Reprogramming

Quick-Play Spell

Tribute 1 Cyberse monster you control with a Level: Special Summon up to 1 each of a Cyberse monster with the same Attribute as that monster that is 1 Level higher and/or lower than the Tributed monster. If you Summoned 2 monsters this way, both to Zones that a "Code Talker" Link monster points to: You can negate the effect of 1 card in the same column that this card was activated in. You can only activate 1 "Cynet Reprogramming" per turn, and you can only Summon Cyberse monsters for the rest of the turn after this card was activated.

 

Rotary Launcher - Shot One

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Rotary Launcher - Shot One

Continuous Spell

Once per turn: You can Tribute 1 Machine monster in this card's column. If a Machine monster is tributed: You can target 1 face-up monster your opponent controls; negate its effects, and if you do, Special Summon 1 Machine monster from your hand with a Level less than or equal to the negated monster's Level/Rank/Link Rating.

 

Assault Driver

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Assault Driver

Continuous Spell

Once per turn, if a monster(s) you control is destroyed and you now control no monsters: You can Special Summon 1 "/Assault Mode" monster from your Graveyard, ignoring Summoning conditions. Once per turn, if a card(s) on the field is destroyed by battle with or the effect of an "/Assault Mode" monster: You can draw 1 card.

 

Traffic Blast (in the anime, this is the attack name of "Cracking Dragon")

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Traffic Blast

Normal Spell

Target 1 "Cracking Dragon" you control; destroy all monsters your opponent controls with equal or lower Level to that target, also, until the End Phase of this turn, that target gains ATK equal to the combined Levels of the destroyed monsters x 100. You can only activate one "Traffic Blast" per turn.

 

A Lunalight field spell

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  • 3 weeks later...

Lunalight Arena

Field Spell Card

The activation and effects of “Lunalight” Monster effects cannot be negated by your opponent’s card effects. Once per turn, you can target 1 “Lunalight” Card in your Pendulum Zone or face-up in your Extra Deck; Special Summon it and if you do, you can send 1 “Lunalight” Spell/Trap or “Luna Light Perfume” from your Deck to the GY. Once per turn, during the End Phase, you can take 1 “Lunalight” Card or “Luna Light Perfume” in your GY or among your banished cards and either add it to your Hand (if it is in your GY) or return it to the GY (if it is among your banished cards).

 

Next:

Crusadia Apocrypha

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Crusadia Apocrypha

Counter Trap Card

 

Lore: When a Spell/Trap or monster effect is activated, while you control a "Crusadia" monster: Negate the activation, and if you do, destroy cards on the field equal to the Link Rating of the "Crusadia" Link Monster you control with the highest Link Rating (if any), also inflict damage equal to the highest original ATK among the "Crusadia" monsters you currently control if you control a "World Legacy" monster. You can banish this card from your GY; Set 1 "Crusadia" Spell from your Deck. You can only use 1 effect of "Crusadia Apocrypha" per turn, and only once that turn.

 

 

NEXT UP: 

 

A Tindangle draw Spell with a GY effect, perhaps?

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  • 4 months later...

Fermat’s Gift

Continuous Spell

You can target 1 face-down Defence Position monster you control; flip it face-up, and if it is a “Tindangle” monster, draw 1 card. You can banish this card from the GY, then discard 1 “Tindangle” card; draw 2 cards. You can only use each effect of “Fermat’s Gift” once per turn.

 

Next: An Equip Spell that would go well in the Side Deck.

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