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Make a Spell/Trap Card Game


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Stormwind Ascension

Continuous Spell

You can only use each effect of "Stormwind Ascension" once per turn. (1) You can add 1 WIND monster from your Deck or GY to your hand. (2) If a WIND monster you control is destroyed by an opponent's card: You can Special Summon 1 WIND monster with lesser ATK from your hand or Deck. 

 

There you go.

 

(And now I really should post these in regular CC.)

 


 

Twin Fang Blades

 

(You figure out the rest)

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Twin Fang Blades

Equip Spell

You can only control 1 "Twin Fang Blades". Apply the appropriate effects:

●During your turn: The equipped monster can make up to 2 attacks on monsters per Battle Phase. If the equipped monster destroys your opponent's monster by battle, you can banish 1 card from your opponent's Graveyard.

●During your opponent's turn: The equipped monster cannot be destroyed by battle twice per turn. Monsters Summoned this turn whose Level/Rank is less than or equal to the number of their controller's banished cards have their effects negated, also they cannot be used as Material for a Summon.

 

Make a power card that's searchable by an engine nobody plays ("Scrounging Goblin" can search any "Goblin" card, etc.)

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  • 2 weeks later...

This will be hard, but let's see what works here. 

 

Dark Scorpion Quick Emergence

Quick-Play Spell

You can only activate 1 "Dark Scorpion Quick Emergence" once per turn. (1) Special Summon any number of "Dark Scorpion" or "Don Zaloog" monsters from your Deck or GY, then lose 800 LP for each monster Special Summoned by this effect.

 

===

Well, no one plays Dark Scorpions right now, so...here's a speed card. For reference, it is searchable via Meanae. They need more members to actually make use of this card, and definitely survive in 2018, but depends on Konami giving a sheet about them.

 


 

"T.G" support card

 

(And yeah, the last card I made in here was a major fail. Never do that again.)

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TGRST - NDX

Normal Trap Card

Target 1 "T.G." Synchro monster you control; return that target to the Extra Deck and Special Summon "T.G." Monsters from your GY whose total combined levels equal the level of the targeted "T.G." Synchro monster and if you do, negate and destroy cards on the field equal to the number of monsters Special Summoned by this card's effect, then draw an equal number of cards from your deck.

 

Battlin' Boxer support card (preferably Spell)

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Battlin' Boxer Three-Round Ring

Field Spell

If a "Battlin' Boxer" monster battles your opponent's monster, you can add 1 "Battlin' Boxer" card from your Deck to your hand at the start of the Damage Step. If you Xyz Summon a Warrior-Type Xyz monster using only "Battlin' Boxer" monsters as Material: Draw 1 card, then, if the drawn card was a "Battlin' Boxer" card; you can attach 1 face-up card your opponent controls to the Summoned monster as Xyz Material. Once per turn, during either player's turn, you can target 1 face-up "Battlin' Boxer" Xyz monster you control with no Xyz Materials: Attach up to 2 "Battlin' Boxer" monsters from your Graveyard to that target.

 

Consistency for when you want guys in hand, extra Materials that add to non-targeting non-destruction removal, keeping your Xyz going in case they run out of juice . . . and not a OPT clause in sight, because they struggle to get going and their staying power is focused on Lead Yoke. Also, the search triggers at the start of the Damage Step so your opponent gives you a free resource if they want to set off Glassjaw's suicide, and so Cheat Commissioner actually does things. I MADE YOU BETTER. HAVE FUN.

 

Since we're doing Barian Emperors, let's go one number backward.

 

Umbral Horror

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Umbral Horror Eclipse

Field Spell

You can only use the (2) and (3) effects of this card's name each once per turn. (1) "Umbral Horror" monsters gain 300 ATK and DEF. (2) You can send 1 "Umbral Horror" monster from your Deck to the GY, then Special Summon 1 "Umbral Horror" monster from your Deck or GY. (3) You can reveal 1 Rank 5 or lower Xyz Monster in your Extra Deck; Special Summon that monster, then target up to 3 "Umbral Horror" monsters in your GY with different names; attach them to that monster as material, and if you do, lose LP equal to that monster's Rank x 600. (This is treated as an Xyz Summon.)

 

You still need more members to actually make this workable, but guess you can Rank 4 consistently and sheet with Ghost now. Or you can access any Rank 5 or lower you want without running certain cards, but you'd better be ready to take heavy burn for it. 

 

Doesn't help with searching though, but blame Vector for not running stuff.

 


 

Going to be skipping Merag because she doesn't have a full theme, so...Durbe/Dumon is next. 

 

Star Seraph

(Do keep in mind the 3-mat Xyz plays they helped to engine off of)

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Star Seraph Starscream

Quick-Play Spell

Draw 1 card; Reveal it, and based on its type apply this effect.

  • Monster: Special Summon 1 monster from either player's GY or Take Control of 1 monster your opponent controls; it becomes a LIGHT Level 4 Fairy monster. At the End Phase, attach that monster to 1 Fairy Xyz Monster you control. Otherwise send it to the GY.
  • Spell: All face-up cards your opponent controls have their effects negated until the End Phase.
  • Trap: Reveal all Set cards your opponent controls, and force their activation;  then negate their effects if the activation timing is incorrect, and if you do, shuffle those cards back into the deck.

If you control a Fairy Xyz monster with 3+ Material, you can activate this card's effect while it is banished or in your GY, by shuffling it back into the deck.

You can only activate "Star Seraph Starscream" once per turn. 

 

Nasch (Water Xyz or Numbers 101-107 in general)

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Xyz Universe Wave

Trap Card

Activate this card only if you control only WATER monsters and by declaring a Level. Negate the effects of 1 face-up monster your opponent controls and take control of it, also it becomes a WATER Monster with the declared Level. If this Set Card leaves the field, you can Special Summon 2 WATER monsters with the same level, and they cannot destroyed by battle or card effects this turn. You can only activate each effect of "Xyz Universe Wave" once per turn.

 

"Hand" Archetype (Girag)

Continuous Trap that becomes a Monster

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Trickguard Hand

Continuous Trap

Special Summon this card as an Effect Monster in Defense Position (DARK / Level 4 / Rock / ATK 1000 / DEF 2000). (This card is still treated as a Trap.) Once per turn: You can target 1 monster in your GY; shuffle it into the Deck, then you can Special Summon 1 "Hand" monster from your hand or Deck. An Xyz Monster that was Xyz Summoned using this card as material cannot be targeted by an opponent's card effects. If that monster is "Number 106: Giant Hand" or "Number C106: Giant Hand Red", it also cannot be destroyed by an opponent's effects. 

 

Suppose now you got a reason to recycle Fire and Ice Hands for stuff now and then go make Girag's boss. Not that those two are doing anything outside HAT at the moment iirc. 

 


 

Eh, let's give Merag her support stuff now, so...something that works with WATER Winged Beasts or whatever.

 

(Just make something she could feasibly use.)

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Absolute Zero Falcon

Continuous Trap

When this card is activated, target 1 Level 4 or 5 WATER Winged Beast-Type monster in your Graveyard: Special Summon that target, then Special Summon this card as a monster with the same Type, Attribute, Level, ATK, and DEF as the Summoned monster. If this card is used as Xyz Material for the Summon of a WATER "Zero" Xyz monster, you can attach 1 Special Summoned monster your opponent controls to the Summoned monster as Material. If this card is detached from a WATER "Zero" Xyz monster to activate its effect: Draw 1 card when that effect resolves, and if the drawn card is a Level 4 or 5 WATER Winged Beast-Type monster: You can Special Summon that monster, then draw 1 additional card.

 

"Zero" is Crystalzero, Zerofyne, and Ragnazero, all of her Xyz.

 

Last but not least:

Galaxy-Eyes (because Mizar needs to be better at doing his thing).

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  • 2 weeks later...

Well, that would also expand to Kaito/evilfusion too, but let's see.

 

Galaxy-Eyes Dragon Rise

Quick-Play Spell

Target 2 Dragon monsters that have a Level in your GY; Special Summon those monsters, then their Levels become 8. Immediately after this card resolves, Xyz Summon 1 "Galaxy-Eyes" Xyz Monster using those 2 monsters only. You can only activate 1 "Galaxy-Eyes Dragon Rise" once per turn. 

 

So let's see, you get access to the following:

  • Number 107
  • Number 62 (well, depends on if you actually have GEPD and Cloud, I guess, in evilfusion.dek)
  • Cipher Dragon
  • Number 90

I might as well give both of them some ways to retrieve Xyz Materials too, especially since MR4 isn't kind if they get Omega'd or something.

 

Galaxy Rejuvenation

Continuous Spell

(1) Once per turn, if a "Galaxy" Xyz Monster you control has no materials: You can target 1 monster you control or in your GY; attach it to that monster as material. (2) During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then attach 2 monsters with different names from your Deck to a "Galaxy" Xyz Monster you control. 

 

(P.S. I would add these cards to AGM once we get another vote for their inclusion.)

 


 

Leon support card

(Give them a way to be more sufficient without having to kill themselves over the castle or something. IDK, you figure out what you want.)

Edited by Flash Flyer - Sakura
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Fortress of Ice

Continuous Spell

While you do not control "Golden Castle of Stromberg" in the Field Zone, this card is treated as "Golden Castle of Stromberg". Once per turn, you can shuffle 5 of your face-down banished cards into your Deck: Send the top 3 cards of your opponent's Deck to the Graveyard. Once per turn, you can target 1 monster in your Graveyard with "Golden Castle of Stromberg" in its text: Special Summon that target, and if "Golden Castle of Stromberg" is in the Field Zone when you do; you can banish 1 card at random from your opponent's hand.

 

This Deck now kills itself slightly slower.

 

We could start on the Signers now:

Let's see some Junk/Synchron/Stardust support.

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Advanced Tuning

Normal Spell

Add 1 "Synchron" or "Junk" Tuner monster from your Deck to your hand, then send 1 Tuner monster you control that has same Level as added monster's to the GY.

----------------------

A support for Akiza's deck

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So Plant stuff then (or making Black Rose easier)?

 

Path of the Black Rose 

Quick-Play Spell

You can only activate 1 "Path of the Black Rose" per turn. (1) Special Summon 1 Tuner monster and 1 non-Tuner monster from your hand or Deck whose total Levels equal exactly 7, including at least 1 Plant monster, then, immediately after this effect resolves, Synchro Summon 1 "Black Rose Dragon" or "Black Rose Moonlight Dragon" using those 2 monsters only. 

 


 

I would've did a Plant support, but because Yuri.dek is a thing (and other engines), I cannot do that. But then again, you are getting a free board wipe on demand with this so...take this as you will. Well, you do need a Plant anyway, but take it as fueling Black Rose's weakening effect if you need to use it over nuking.

 


 

Make support S/T for Jack.

(Let's not do Crow because well, Konami just gave him new toys and certain players are tired of Blackwings by now.)

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Resonator Revenge

Quick-Play Spell

Special Summon 1 "Resonator" monster from your hand or Graveyard, and if you do; you can Special Summon 1 DARK or FIRE Fiend-Type monster from your hand or Graveyard exactly 1 Level higher or lower than that monster. If you control a face-up "Red Dragon Archfiend" monster, you can Summon that "Resonator" monster from your Deck, instead.

 

Morphtronic support (Rua/Leo time!)

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Morphtronic Waves

Continuous Spell

"Morphtronic" monsters you control can be Normal Summoned in face-up Defense Position. Once per turn, when a "Morphtronic" monster is Normal or Special Summoned: Change that monster's battle position, and if you do, Special Summon 1 "Morphtronic" monster from your hand. If you control an EARTH Synchro monster, you can Special Summon 2 monsters instead.

 

next: Infernity support (ok now we do the bad guys)

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Infernity Loader

Continuous Trap

Once per turn, during either player's turn: You can discard 1 card; Special Summon 1 "Infernity" monster from your Graveyard. Then, if there are no cards in your hand, you can Special Summon 1 additional "Infernity" monster, or a DARK Dragon-Type or Fiend-Type Synchro monster, from your Graveyard. During your opponent's End Phase, if there are no cards in your hand, you can select and activate 1 of the following effects:

●Rearrange the order of the cards in your Deck, placing 1 "Infernity" card on top of your Deck.

●Add 1 "Infernity" card from your Deck or Graveyard to your hand.

 

Something that supports Luna.dek, to fill out the non-Crow Signers.

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Problem with Ruka-chan, her Deck has no specific theme and just monster spirits. Not exactly easy to give her something (also because her Dragon is banned because new Field rules and people abusing Destrudo and sheet), but I'll give it a shot. 

 

Bond with the Spirit World 

Quick-Play

If you control a Level 7 Dragon Synchro Monster or a "Power Tool" monster: Special Summon up to 2 Level 4 or lower monsters with different names from your Deck or GY. Until the end of this turn, their effects are negated, also they cannot be used as material for a Summon.

 

(You still got PIXIE Dragon, but even that's a stretch. Uh, and in a sense, this also extends to her brother too for flavor reasons.)

 


 

"Fur Hire" (Skyfang Brigade) card

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Mercenaries Fur Hire

Quick-Play Spell Card

Special Summon any number of "Fur Hire Tokens" (Beast-Warrior/DARK/Level 1/ATK 1000/DEF 0), also for the rest of the turn, you can only Special Summon "Fur Hire" monsters. During your Main Phase 1, you can Tribute 1 "Fur Hire Tokens"; Special Summon 1 "Fur Hire" monster from your Deck or GY. During the End Phase, you can Shuffle this card into your Deck; Draw 2 Cards. You can only use each effect of "Mercenaries Fur Hire" once per turn.

 

Here's hoping they get a Link Monster.

 

Next up, an actually good F.A. Trap Card

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Vendread Outbreak

Normal Spell Card

Send 1 non-Ritual "Vendread" Monster from your Deck to the GY; add 1 "Vendread" Ritual Monster and 1 "Vendread" Ritual Spell Card from your Deck to your Hand. If this card is in your GY except the turn it was sent there, You can banish this card; Special Summon 2 of your banished "Vendread" monsters. You can only use each effect of "Vendread Outbreak" once per turn.

 

Next: Requiem to Lost Kings

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Requiem to Lost Kings

Continuous Spell

Once per turn, you can activate 1 Trap Card from your hand. Other Spell/Trap cards you control cannot be destroyed by card effects. If this card is destroyed: You can add 1 "Temple of the Kings" or "Mystical Beast of Serket" from your Deck to your hand.

 

next: Avatar of Apophis 

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Avatar of Apophis
Continuous Trap Card
Special Summon this card as an Effect Monster (Reptile/EARTH/Level 4/ATK 1600/DEF 1800). (This card is also still a Trap Card.) Your opponent cannot target Reptile monsters you control for attacks, except this one. Once per turn, while this card is in your Monster Zone: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it.

 

N/C: Huge Commotion (Huge Revolution support)

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