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Flash Flyer - Sakura

Make a Spell/Trap Card Game

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Reverse Restoration Remedy

Normal Spell

Tribute 1 LIGHT monster with 2000 or more ATK, then target any number of monsters in your GY with 1500 or less ATK that were sent there by a Trap effect; Special Summon them in face-down Defence Position, also, until your 3rd End Phase after this card resolves, monsters in your possession will be unaffected by the effects of Normal Trap Cards in your opponent's possession.

 

Next: "Shuffle Party"

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Shuffle Party

Quick-Play Spell

Activate if the total number of cards in your hand is greater than or equal to your opponent's.  Both players shuffle their hand into the Deck and draw cards equal to the number of cards the opponent shuffled into the Deck.  During your Main Phase: You can banish this card from your GY; shuffle your Deck.

 

Negabomb

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Negabomb

Counter Trap

Activate only as Chain link 2 or higher. Negate all cards in the chain except this one but including higher links, then your opponent takes damage equal to 400 x the number of cards negated.

 

Pendulum Shenanigans

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Pendulum Shenanigans

Continuous Trap

When this card is activated, you can target 1 card in your Pendulum Zone: Destroy that card, also move this card into the Pendulum Zone, and treat it as a Pendulum card with a Scale equal to the destroyed card's. Once per turn, at the start of any Phase, if your opponent does not control a Pendulum card: You can return up to 2 face-up Pendulum monsters with different Scales from your Extra Deck to your hand; destroy that same number of cards your opponent controls. If you control a "Pendulum" Pendulum monster in the Monster Zone, you take no damage from battles involving Special Summoned monsters, also Spell/Trap Cards on your field cannot be destroyed or targeted by the effects of your opponent's Special Summoned monsters. You can only control 1 face-up "Pendulum Shenanigans".

 

Soul Cutter

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Soul Cutter

The equipped monster cannot be destroyed by battle. If this card battles an opponent’s monster, and it is not destroyed as a result of battle; send that opponent’s monster to the GY and negate its effect, and if you do, the equipped Monster can attack a second time in a row.

 

Dragon Veins

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Dragon Veins

Normal Spell

Target 1 Dragon monster you control, then discard 1 Dragon monster from your hand; increase the ATK of the targeted monster by half the ATK of the discarded monster. You can banish this card and 1 Dragon monster from your GY; add 1 Dragon monster from your Deck to your hand with a level equal to or less than the level of the banished monster. You can only use one effect of "Dragon Veins" per turn.

 

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Supports Trap monsters

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Trap Surgeon

Continuous Trap

Special Summon one face-up Continuous Trap card you control as a Monster (FIRE Fiend Level 1 0ATK/0DEF) in attack position. Then Special summon this card as a monster (FIRE Psychic Level 1 300ATK/300DEF) in attack position. (These cards are still trated as Trap cards)

 

Rank-Up-Magic: Fool’s Force

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Rank-Up-Magic Fool’s Force

Normal Spell

Target 1 Xyz Monster you control; Xyz Summon from your Extra Deck, 1 Xyz Monster with the same Type as that target, but 1 Rank higher, by using it as the material. (Transfer its materials to the Summoned monster.) During each of your End Phases, you lose LP equal to the original ATK of the Summoned monster (even if you no longer control it).

 

Next: A Spell/Trap that relates in some way to Main Phase 2.

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Attack the Backline!

Counter Trap Card

This card can only be activated on your opponent's turn when an effect has been activated that Special Summons a monster from the Deck or Extra Deck: Your opponent cannot activate monster effects during his Main Phase 2 this turn.

 

Next: A Spell Card that counters an iconic card, be it a monster, spell, or trap. Whatever card you choose to counter though, it cannot be mentioned by name in the spell's card text.

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Guard Gate

Continuous Spell

If your opponent banishes exactly 1 card from their Graveyard: You can destroy 1 card they control. Once per turn, if your opponent Summons exactly 1 monster from their hand: You can return 1 of your opponent's banished cards to their Graveyard; return the Summoned monster to your opponent's hand.

 

Guess the monster. Go on, I wonder who you think this counters.

 

Take any banned or limited backrow card, and create a stricter equivalent for one specific archetype that would benefit from having it.

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Charmer's Heart

Trap

While you control a Face-Up "Charmer" or "Familiar-Possessed" monster; Target 1 monster your opponent controls. Discard 1 monster from your Hand that is the same Attribute as the target, and if you do: Take control of that target until the End Phase of this turn.

 

 

How about a Spell that punishes Ranked-Up Xyz monsters?

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Acid_Drop.png

 

Acid Drop
Quick-Play Spell Card
 
Lore: Detach all Xyz Monsters that are attached to all Xyz Monsters currently on the field as materials, and if you do, banish the same number of cards on the field, then both players lose 2000 LP for each Xyz Monster that was banished this way, but both players take no further damage this turn. You can only activate 1 "Acid Drop" per turn.
 
 
NEXT UP: 
 
This time, I call for a Field Spell that helps bring the rules of another card game to Yu-Gi-Oh! Duel in some way, even a playing card game. The catch? The card game's name must be hinted at, but not replicated, in that Field Spell's name.

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Spell Collection

Field Spell

Cannot be activated, except at the start of your Main Phase 1. Cannot be destroyed or targeted by card effects. Neither player can Set cards. Both players can activate Trap Cards and Quick-Play Spell cards from their hand. Each player must remove a number of Mana Counters on their field equal to the Spell Speed of a card they would activate (cards with "cannot activate cards or effects in response" in their text are treated as Spell Speed 4) or Level, Rank, or Rating of a monster they would Summon. Once per turn, the turn player can reveal 1 monster in their hand, and keep it revealed until the End Phase to place 1 Mana Counter on themselves. Once per turn, the turn player can place a number of Mana Counters on any card they control equal to the number of Mana Counters currently on themselves.

 

Get dunked on, literally everyone, we playing MtG now. Simplified rules, obviously, but good luck surviving to the point that you can actually make an ED monster (at minimum, it takes 4 turns to make a Link-4). A half-decent Level 3 or lower beater can utterly crush most game plans by virtue of being difficult to counter under this, because nobody runs wall monsters anymore, unless your opponent specifically saves up Counters to drop a bigger monster (by which point you can also probably beat over their thing). Welcome back to caveman YGO for a good few turns, if you get this turn 1.

 

Along the lines of Number Wall giving Numbers the Number Clause, create a Spell/Trap that conveys the missing anime effect of a monster that got neutered IRL. Try your best to make it narrow enough to avoid abuse without outright naming the thing you're trying to give back its glory. Examples:

•REDMD gaining its ability to negate Spells and its 400 boost per Dragon in the Graveyard.

•Blue-Eyes Shining having the ability to pick and choose which effects work on it and a Quick field nuke during the Battle Phase.

•Meklord Astro Mekanikle could negate monster effects so long as you had a monster card on hand and a Synchro existed in a visible space, and could revive Meklords ignoring their Summoning conditions.

•Starving and Greedy Venom both did burn damage when they nuked the field, and negated the effects of monsters whose effects they copied.

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Curse of the 6-point Star

Continuous Spell Card

Activate this card by paying 500 LP. While this card is face-up on the field, all Battle Damage you take becomes 0. During your Standby Phase, pay 1000 LP or destroy this card. When this card is destroyed, except by its own effect (Quick Effect): You can activate "Herald of the 6-point Star" from your hand or Deck.

 

It's funny because the monster I chose is anime-exclusive, but the original monster for the "Herald" spell/trap was actually released and its effect got pretty damn neutered, so as not to spoil Draconus297's fun...

 

Next: Herald of the 6-point Star (If you caught my gig)

                                 or

A spell/trap card that recycles itself. Think Butterfly Dagger - Elma, but much much less broken.

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Herald of the 6-point Star

Continous Trap

Once per Battle Phase, if a monster your opponent controls is destroyed by battle: Gain LP equal to destroyed monster's ATK. During your Standby Phase, pay 1000 LP or destroy this card. When this card is destroyed, except by its own effect (Quick Effect): Pay 500 LP, place this card to top of your Deck.

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Darkest Hour

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Darkest Hour

Normal Trap

If this is the only card in your hand, you can activate it from your hand. If your LP would be reduced to 0 by battle or your opponent's effect: Your LP become 50, also banish all cards on the field, then both players draw until they have 5 cards in their hand. Neither player can activate cards or effects in response to this card or its activation. You can only activate 1 "Darkest Hour" per Duel.

 

Create a card that sets up a fun casual combo with one move, while being only mildly restrictive so it can maybe kinda have some vague competitive use. For example, a card that Foolishes a Level 2 or lower non-Tuner monster, then adds a Tuner with the same Type and 1 Level higher from your Deck to your hand; sets up the anime Speed Warrior/Junk Synchron combo, but is vaguely maybe flexible.

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Seed of Destruction

Continuous Spell

Activate 1 "Black Garden" from your hand, Deck, or GY, then Special Summon 1 "Black Rose Token" (Plant/DARK/Level 4/ATK 1600/DEF 800) to your opponent's side of the field.  While your opponent controls a token, they cannot target monsters on the field with card effects except tokens.  If "Black Garden" leaves the field, destroy this card.  If this card is destroyed, you can target 1 Plant or "Rose Dragon" monster in your GY; Special Summon it.

 

A Spell/Trap card that has no beneficial activation effect, but has an effect when sent/in the GY. 

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Miraculous Harakiri

Continuous Spell Card

Pay 1000 LP to activate this card. During each Standby Phase after the activation of this card, pay 1000 LP or destroy it. If this card is sent to the GY by an opponent's card effect or by its own effect while you had 1000 or less LP: Draw cards equal to the amount of LP paid divided by 1000.

 

Next: Master Kaiba's Escape Plan

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Master Kaiba's Escape Plan

Quick-Play Spell

You cannot Summon non-LIGHT monsters, or monsters without an original Level, during the turn you activate this card. If you would take damage from your opponent's attack or effect: Negate that damage, also Special Summon up to 3 (min. 1) Level 8 or higher LIGHT Dragon monsters, or Level 1 LIGHT Tuners, with the same name from your hand or Graveyard. If this card Summoned "Blue-Eyes White Dragon" this way, all monsters you control whose original name is "Blue-Eyes White Dragon" gain the following effect:

●Once per turn, if your opponent's monster with less ATK than this card activates its effect on the field: You can destroy that monster, and inflict damage to your opponent equal to the difference between this card's ATK and the ATK of the monster whose effect was activated.

You can only activate 1 "Master Kaiba's Escape Plan" per Duel.

 

Create a card that makes 1 or more all but useless old Spells (Hinotama, Goblin's Secret Remedy, De-Spell) far more useful, or even necessary on a competitive level.

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Sparks Launcher

Continuous Trap

If the effect of “Sparks” resolves, you can discard 1 card: Deal 1000 damage for each “Sparks” in the GY.

 

Misplaced Jar of Greed

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Material Dealer

Quick-play Spell

Reveal 1 Fusion, Synchro, or XYZ monster in your Extra Deck with at least one specifically named material. Special Summon all the named materials for the monster revealed from your hand, deck or GY, ignoring their summoning conditions. Their effects are negated, and they are destroyed during the End Phase. Also, for the rest of the turn that you activated this card, you cannot summon any copies of the Extra Deck monster you revealed.

 

Really unsure if this is balanced enough or if it is broken or just too restrictive but that's why i like it

 

Next: Shapeshifter's Tools

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