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[Written/DPR] Feel the connection with your opponent with 3 Divination cards


Nekomata

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Here's a series of cards that synergize with each other, but require a bit of luck. They have an effect which doesn't work all of the times, and depends on luck or "connection with the opponent", but they're made so they always do something; also they can search another card if everything works perfectly (spoiler alert: really unlikely to happen.)
They use weird OCG and the "Declare a card type" mechanic, so there will be many mistakes.

Used by Ibuki Uranai in the fanfiction.
 
[spoiler=Reading Hands, Chiromancy]
Divination Art of Chiromancy NORMAL SPELL
This card can only be activated if both players have the same number of cards in their hands. Reveal both players’ hands, and if they have the same number of a card type (Monster, Spell or Trap), apply the proper effect:
Monster: Both players Special Summon a monster from their hands.
Spell: Your opponent Sets 1 Spell Card from their hand on your field.
Trap: Your opponent Sets 1 Spell Card from their hand on your field..
If you activated at least 2 of the effects: Add a “Divination Art” card from your Deck to your hand, except “Divination Art of Chiromancy".
 
If everything goes wrong: at least you get to see the opponent's hand.


[spoiler=Spirits from the GY, Necromancy]
Divination Art of Necromancy NORMAL SPELL
You can only activate this card if you have 6 or more cards in your GY. Declare a Card Type (Monster, Spell or Trap); roll a six-sided die, then add the card from the bottom of your GY to your hand (depending on the result of the die roll), and if it's of the same type declared: You can add a "Divination Art" card from your Deck to your hand, except “Divination Art of Necromancy”.
 
The confusing part means: if you get 1 from the die roll, return the card at the bottom of your GY, if you get 2, return the 2nd card from the bottom of your GY etc, but I have no idea how to say it in a more proper way.
If everything goes wrong: you return a card from your GY anyway.
 


[spoiler=Cards from the Deck, Cartomancy]
Divination Art of Cartomancy NORMAL SPELL
Declare 1 card type (Monster, Spell or Trap); twice, each player excavates the top card of their Deck, and if they excavated a different card type as their opponent, send it to the GY, otherwise, if the revealed card was the card type you declared, you can add 1 "Divination Art" card from your Deck to your hand. Regardless, if they were the same card type, apply the appropriate effect, depending on the card type of the excavated card.
-Monster: Special Summon it to your field
-Spell or Trap: Set it to your field.
You can only activate 1 “Divination Art of Cartomancy” per turn.
 
If everything goes wrong: you get to mill 2 cards.


 
EDIT: New Cards
 [spoiler=Energy on the Field, Aura of Spirituality]
Aura of Spirituality CONTINUOUS SPELL
Up to twice per turn, you can destroy a card on your field which you don't originally own: Declare a card type (Monster, Spell or Trap) and activate one of the following effects:
- Target one card on the field of the same card type declared; destroy it.
- Excavate the top 2 cards in your Deck; add all cards of the same card type declared to your hand and send the rest to the GY.
- Your opponent discards 1 card of the same card type declared, and if they do, discard 1 card.
 



[spoiler=Divination with Coins, I Ching]
Divination Art of I Ching NORMAL SPELL
Declare a card type (Monster, Spell or Trap). Toss a coin 3 times, then apply the proper effect depending on the results.
- 3 Heads: Draw 1 card and reveal it. If it's of the same card type declared: You can add 1 "Divination Art" card from your Deck to your hand.
- 2 Heads or 2 Tails: Send the top card from your Deck to your GY, and if it's of the same card type declared: You can add 1 "Divination Art" card from your Deck to your hand.
- 3 Tails: Your opponent draws 1 card and reveals it. If it's a monster, they Special Summon it on your field, if it's a Spell or a Trap, they Set it on your field.



[spoiler=Entering Minds, Oculomancy]
Divination Art of Oculomancy NORMAL SPELL
Declare 1 card type (Monster, Spell or Trap); your opponent reveals all cards in their hand of the declared type, also after this effect resolves, add 1 "Divination Art of Oculomancy" from your Deck to your hand. You can only activate 1 "Divination Art of Oculomancy" per turn. If you have 3 copies of "Divination Art of Oculomancy" in your GY (including this card): You can shuffle them into your Deck, and if you do, draw 2 cards, then discard 1 card.



[spoiler=Organizing Arts, Attunement]
Attunement of Divination Arts NORMAL SPELL
Roll a six-sided die; place that many cards and 1 "Divination Art" card from your Deck on top of your Deck in any order. During your next Standby Phase: Draw 1 card. If this card is in your GY: You can discard 1 "Divination Art" card from your GY; add this card from your GY to your hand. You can only activate each effect of "Attunement of Divination Arts" once per turn.



[spoiler=The Master of Divination]
Mystic Clairvoyant ATK 0 DEF 1200 Level 3 DARK Spellcaster
This card is always considered a "Divination Art" card when it's in your Deck. If this card is Summoned: You can add 1 "Aura of Spirituality" from your Deck or GY to your hand. You can Tribute this card: Your opponent Special Summons a monster from their hand or GY to your field. You can only use each effect of "Mystic Clairvoyant" once per turn.

 

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