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Make a Spell/Trap Card Game


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Clip-On Cannon

SPELL/Equip

Equip only to a monster you control. Once per turn: You can have the equipped monster's effects negated (permanently), and if you do, destroy 1 card your opponent controls. Once per turn, during either player's turn: You can equip this card to an appropriate target on the field.

 

 

Next: Different Dimension Thief

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Forbidden Pot of Desires

Normal Spell

If you control no cards and have no other cards in your hand: Pay 5000 LP; draw 10 cards. During the End Phase: Banish all cards in your hand drawn by this effect, face-down, then lose 500 LP for each card banished by this effect.

 

I guess you get a really stupid topdeck or something in mass LP heal decks. Probably not 100% balanced, but this is a tall order.

 


 

Generic Field Spell

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World of Midnight

Field Spell

Neither player can activate or Set cards in the Field Zone. Once per turn, this card cannot be destroyed. Negate the effects of all Special Summoned monsters on the field. Special Summoned monsters cannot be Tributed. Monsters originally Special Summoned from the Extra Deck cannot be used as Material for the same type of Summon as was initially used to Summon them.

 

Anti-meta's new best friend. Also, that last effect means that you can't Link Summon using Link monsters, Synchro Summon using Synchro monsters, Xyz using Xyz, or Fusion using Fusion. Basically, no Xyz stacking, Link Summons become harder, Accel Synchro is impossible, and . . . Fusion Decks don't care, I guess.

 

Make a counterpart card to World of Midnight- either a direct counter, or a card to use alongside it for maximum crippling.

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Wolf Howling at Midnight

Continuous Spell

You can only activate this card if "World of Midnight" is face-up on the field. Your opponent cannot use card effects to draw or add cards from their deck to their hand. You take no battle damage from direct attacks. If "World of Midnight" is not on the field, destroy this card. This card is unaffected by card effects while "World of Midnight" is face-up on the field.

 

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Crystal Treasure

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Crystal Treasure

Quick-Play Spell

Destroy 1 "Crystal Beast" card in one of your Spell/Trap Zones: Special Summon 1 "Crystal Beast" monster from your hand or Graveyard of a different name than the destroyed card. During the End Phase of the turn this card is activated, if there are 2 or more "Crystal Beast" cards in your Spell/Trap Zone, you can banish this card from your Graveyard: Draw 1 card for every 2 "Crystal Beast" cards in your Spell/Trap Zone.

 

Blazing Break Cannon

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Blazing Break Cannon

Quick-Play Spell

Target 1 monster you control; destroy that monster and all monsters your opponent controls with equal or lesser ATK than the targeted monster, then your opponent takes 600 damage for each monster destroyed by this effect. Your opponent cannot activate cards or effects in response to this effect's activation.

 


 

Let's make legacy stuff for "T.G"

(So...backrow card for that archetype)

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TGX1/TX3-DTD1
Trap/Normal
Target 1 "T.G." monster you control and up to 3 cards on the field; destroy those cards, then, if you destroyed a Synchro Monster, draw 1 card. You can only activate 1 "TGX1/TX3-DTD1" per turn.

Luckily, T.G. support is pretty easy to make.
Make some more.

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TGX-DL2

Quick-Play Spell

Special Summon 2 "T.G." monsters with different names (from your hand or GY). This turn, if a monster is used as material for the Summon of a "T.G." monster: You can banish 1 card from your opponent's GY, face-down.

 

This one gives you some way to recur Synchros faster (barring Halberd because Nomi), also for GY removal.

 


 

Let's do a third T.G. support.

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TGX1-EXRV/DST

Continuous Spell

Once per turn, if you Special Summon a "T.G." monster from your Extra Deck: You can Special Summon 1 "T.G." monster from your Graveyard with less ATK than the monster Summoned from the Graveyard. During the End Phase, if the monster Summoned by this effect is not on the field, and you control only "T.G." monsters: You can add 1 "TGX" Spell/Trap Card from your Deck or Graveyard to your hand, except "TGX1-EXRV/DST".

 

Reversion Talisman

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Deceit of the Mayakashi
Trap/Counter
When a Spell/Trap Card, or card effect, is activated while you control a "Mayakashi" Synchro Monster: Activate 1 of the following effects.
● The activated effect becomes "Destroy the "Mayakashi" Synchro Monster your opponent controls with the highest Level."
● The activated effect becomes "Special Summon 1 "Mayakashi" Synchro Monster from your opponent's GY with the highest Level that is not the Level of a "Mayakashi" monster they currently control."
You can only activate 1 "Deceit of the Mayakashi" per turn.

Next: World Legacy Spell/Trap for any of the World Legacy-related archetypes.

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World Legacy Swarm

Quick-Play Spell Card

If you control a "Krawler" Link Monster: You can Special Summon up to 2 "Krawler" monsters face-down from your Hand and/or Deck, also you can only Special Summon Insect Monsters for the rest of the turn. You can banish this card from your GY, then send 1 "World Legacy" or "Krawler" Card from your Deck to the GY (Quick-Effect); Change all face-up Monsters you control to face-down Defense Position or change all face-down Defense Position Monsters to face-up Defense Position. You can only activate 1 "World Legacy Swarm" per turn.

 

Next:

Labyrinth of Ariadne

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Labyrinth of Ariadne

Field Spell

This card's activation and effects cannot be negated. Once per turn: You can place 1 Wall Counter on this card for each non-Effect monster you control. Non-Effect monsters you control gain 100 ATK for each Wall Counter on this card. If your opponent declares an attack, or activates an effect that inflicts damage, you can remove 1 Wall Counter from this card: Negate that attack/effect, then inflict 500 damage to your opponent. If this card would be destroyed or banished by a card's effect: You can remove 1 Wall Counter from this card instead, and if you do; you can Special Summon 1 Level 4 or lower Normal monster from your Graveyard.

 

Inb4 Gaia Knight beatdown. Or Gaiasaber, with assistance from Tri-Wight.

 

Incomprehensible Runes

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Dimensional Polymerization

Normal Spell

Activate only while your LP is 2000 or more lower than your opponent's. Fusion Summon, by shuffling Materials from your field, Graveyard, and/or from among your banished cards (including face-down banished cards) into your Deck. Your opponent cannot activate cards or effects in response to this effect, or in response to the Summon of the monster Fusion Summoned using this card.

 

Gravitational Impact

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Spectral Projection
Continuous Trap
Special Summon this card as a monster (DARK/Zombie-Type/1000 ATK/1000 DEF) with a Level of your choice, up to the number of cards in your hand. If a card(s) is sent from your opponent's hand or Deck to the Graveyard: You can Set this card from your Graveyard (you can only activate this effect of this card's name once per turn). If this card is detached from a DARK Xyz monster and sent to the Graveyard: Draw 1 card.

 

"Pot of" card

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Link Severance

Normal Spell

If your opponent controls 3+ co-linked monsters: Banish 1 of them. If your opponent controls monsters in both Extra Monster Zones, this card's activation and effect cannot be negated. You can only activate 1 "Link Severance" per turn.

 

It has utility, but if your opponent has an extra link, they probably can't stop this without something like Lance.

 

Make a card that can negate an attack, but rewards you for good timing.

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Barrierival

Normal Trap

At the start of the Damage Step, if your opponent's monster attacks: Special Summon 1 monster from your hand, Deck, or Graveyard whose ATK is exactly equal to, exactly half of, or exactly double the ATK of the attacking monster, and if you do; the Summoned monster cannot be destroyed by battle or card effects this turn, and all damage you would take from battles involving it becomes 0. If you control no monsters, you can activate this card from your hand in the same column as the attacking monster. During the End Phase of the turn this card was activated, draw 1 card for each of your opponent's monsters that have attacked this turn. You can only activate 1 "Barrierival" per turn.

 

Basically, if your opponent attacks with Borreload, you can Special Summon any monster whose ATK is 3K or 1500. If they attacked with a 2K beater, your choices are monsters with 2000, 4000, or 1000 ATK. Then, because it's during the Damage Step, your opponent has no chance for replay, which is both good and bad; if they attacked directly, they still get that direct attack off . . . but, if they attacked a monster, your opponent has to continue their attack on whatever target they already chose. I'm sure everyone has a list of optimal Summons against specific common monsters (Dark Magic Circle can now proc against any 2500 or 5K beater in the game, HERO players can Dark Law right the funk out of nowhere against most Decks in the game, given that 500, 1000, 1500, 2000, and 3000 ATK trigger either a free Solidman or Shadow Mist), but here's some interesting timing shenanigans- each attack you allow to go through, you get an extra draw at the end of the turn.

 

Make an Equip Spell that actually provides some sort of benefit from having its target switched by cards like Collected Power or Power Tool Mecha Dragon.

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Bamboo Sword Sheath

Equip Spell Card

The equipped Monster gains 0 ATK. If this face-up Equip Card is equipped to another appropriate target on the field, target 1 Monster on the field; equip that card to the Monster this card is equipped to, and if you do, the monster equipped with this card gains ATK/DEF equal to half the ATK of the targeted Monster.

 

Next:

Reverse Engineering

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