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Make a Spell/Trap Card Game

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#121
Flash Flyer - Sakura

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(Not that we expect Konami to actually make them in the near future, but sure...)

 

Trickstar Fireworks

Link Spell

NW NE

Any effect damage that a "Trickstar" monster inflicts to your opponent by a card effect is doubled. Once per turn, if a "Trickstar" monster you controls inflicts damage to your opponent by battle or card effect: You can target 1 card they control; destroy it. You can only control 1 "Trickstar Fireworks".

 

This is kinda still yielding a bit on their original burn theme, but it does give them a bit of removal too if needed. Flower basis is unknown at the moment, but guess tie it into the fact that "hanabi" (Japanese word for fireworks) is literally "flower fire" in kanji. Take it as you will.

 

 

"Dinowrestler" card


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#122
President Frank Underwood

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Dinowrestler Tag Team
Trap/Continuous
When this card is activated, if you control a "Dinowrestler" monster: You can target 1 "Dinowrestler" monster in your GY; Special Summon it in face-up Defense Position. "Dinowrestler" monsters in zones your Link Monsters point to cannot be destroyed by battle. During the Damage Step, when a "Dinowestler" monster you control battles (Quick Effect): You can target 1 other "Dinowrestler" monster you control; until the End Phase, halve the ATK of the target, and if you do, that battling monster gains ATK equal to half the ATK of the target, until the end of this turn. You can only activate this effect of "Dinowrestler Tag Team" once per turn.

 

A Salamangreat card.



#123
AstralStarZero

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Salamangreat Soulforge
Continuous Spell Card
"Salamangreat" monsters you control cannot be destroyed by your opponent's card effects. Once per turn, you can add 1 "Salamangreat" monster from your Deck or GY to your hand, then take damage equal to that monster's ATK or DEF (whichever is higher). Each time a "Salamangreat" monster inflicts Battle or Effect Damage to your opponent, Gain LP equal to the damage inflicted. Each time you gain LP, target 1 "Salamangreat" monster you control; it gains that much ATK.

Next:
A Rank-Down-Magic Spell card.

#124
President Frank Underwood

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Rank-Down-Magic Thousand Break
Spell/Normal
Target 1 "Number" monster you control; Special Summon from your Extra Deck, 1 "Number" monster with a lower Rank, but the same Type and Attribute, as the target, by using the target as the material. (This Special Summon is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) The monster Xyz Summoned by this effect gains this effect.
● It gains 1000 ATK and DEF.

 

Make a Trap Monster.



#125
ArcDesMaster

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You never disappoint me.

 

Arc Des Victorious Dragon
Continuous Trap Card
Special Summon this card as an Effect Monster (Dragon/LIGHT/Level 6/ATK 0/DEF 2500). (This card is also still a Trap.) If Summoned this way, while it is in the Monster Zone, other Traps you control cannot be destroyed by card effects. Gains 1000 ATK for each face-up Continuous Trap on the field.
 
Yes...very creative of mine.
 
Spell/Trap Fur Hire.


#126
Flash Flyer - Sakura

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(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


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#127
ArcDesMaster

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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.


#128
President Frank Underwood

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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.



#129
ArcDesMaster

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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.


#130
Darj

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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


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#131
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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.


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#132
Darj

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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


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#133
ArcDesMaster

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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.


#134
Flash Flyer - Sakura

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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)


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#135
Lystern

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Vanity's Desolation

Continous Trap

 

Neither player can Normal Summon/Set monsters. If a card is sent from the Deck or the field to your GY: Destroy this card.

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

Palladion support



#136
Bringerofcake

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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.


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#137
AstralStarZero

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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

#138
Draconus297

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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
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#139
JamesMuddy

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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


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#140
Flash Flyer - Sakura

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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


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