Jump to content

Make Pack Filler Game


Recommended Posts

Cameraman Pigeon and Reporter Frog

WATER l level 3 | aqua | Tuner | Effect

If your opponent would reveal a card(s) in their hand, you can send this card from your hand to the GY then activate the following effect based on the Type of card(s) revealed:

Monster: place that card on the bottom of the deck, then negate the effect.

Spell: add that card to your hand, then negate the effect.

Trap: set that card to your side of the field, then negate the effect.

You can only use the effect of “Cameraman Pigeon and Reporter Frog“ once per turn.

0/1800

 

Retrain of a normal monster that supports its own type

Link to comment
Share on other sites

  • Replies 86
  • Created
  • Last Reply

Tiny Tuned Dragon

WIND - Level 2 - Dragon/Tuner/Effect - 600/700

If a Dragon-Type monster(s) you control is destroyed, and all monsters you controlled before that monster(s) was destroyed were Dragon-Type: You can Special Summon this card from your hand in face-up Attack Position, then both players draw 1 card. If this card is Special Summoned this way, and you control no other cards: Inflict 100 damage to your opponent for each Dragon-Type monster in your Graveyard. You can only activate each effect of "Tiny Tuned Dragon" once per turn.

 

Say hello to a monster that will rarely, if ever, be good for much of anything, except as an odd finisher for Rokkets if you only had the Borrels on field.

 

Make a card that would be an amazing searcher for an archetype that lacks one . . . but that is too conditional to matter in any conceivable way.

Link to comment
Share on other sites

  • 2 weeks later...

Mist Valley Grand Convocation

Normal Spell

If you control no cards and have no cards in your hand: Add 4 "Mist Valley" monsters from your Deck and/or GY to your hand, then you can Special Summon 1 of them, also you cannot Special Summon other monsters the turn you activate this effect. You can only activate 1 "Mist Valley Grand Convocation" per Duel.

 

Last time I checked, they got no searchers (same could be said for a lot of the 5Ds DT archetypes), but yeah, gotta be going broke on cards and hope you can sit on that one monster for the turn.

 


 

Extra Deck monster with negative effects for controller.

Link to comment
Share on other sites

Plasma Golem
FIRE/Thunder/Link/Effect/3000 ATK/LINK-1
N
1 monster
Cannot attack if there isn't a monster in the zone this card points to. Cannot be used as a Link Material. Cannot be Tributed. Unaffected by your card effects. During your Standby Phase: Give control of 1 other monster you control to your opponent or take 2000 damage.

Next: Make a card that is an effect version of a Rube Goldberg machine. It does something incredibly complicated that ultimately results in a game state that could have been accomplished using a much more simple effect.

Link to comment
Share on other sites

Bombardier Up-Blaster

DARK - Level 4 - Machine/Effect - 500/0

If your opponent Summons exactly 1 monster: You can Set 1 Spell/Trap Card from either player's Graveyard to an unoccupied Zone on the appropriate side of the field, but a card Set this way cannot be activated. You can only activate this effect of this card's name once per turn. Once per turn, during either player's turn, if a card is Set to a Spell/Trap Zone: You can immediately destroy that Set card, then inflict 200 damage to your opponent. Your opponent takes no damage for the rest of the turn after you activate this effect.

 

A Machine Dupe target that can be Black Salvo'd is pretty cool . . . but the effect is basically just a once per turn 200 burn that sets off the floating effects of certain backrow. Plus, if you use it, you're unable to get in any other damage that turn! It has a niche use of maybe just locking up your opponent's backrow one card at a time, but you won't be accomplishing much with that except against the anti-meta floodgate roly-poly Decks, or maybe Sky Strikers if your opponent is actually incompetent and doesn't realize what you're doing.

 

Make a generic card that would be really good if just one word was changed. For example, a powerful effect that only triggers on the Normal Summon, or in an irrelevant Phase, or perhaps has just one too many conditions on something it Summons.

Link to comment
Share on other sites

  • 8 months later...

Time Reverser

3/EARTH/Psychic/Flip/1200/1400

FLIP: You can target 1 monster in your GY, except “Time Reverser”; add it to your hand. You can only use the effect of “Time Reverser” once per turn.

 

Next: A card with multiple effects that has no HOPT or other restrictions relating to the rest of the turn.

Link to comment
Share on other sites

Iron_Dragon_Enkinesis.png

 

Iron Dragon Enkinesis

DARK/Dragon-Type Effect Monster/Level 4/0 ATK/2000 DEF

 

Lore: Cannot be Normal Summoned/Set. You can banish 3 cards from your hand or face-down field; Special Summon this card from your GY. During your opponent's turn (Quick Effect): You can banish 1 monster, 1 Spell and 1 Trap from your GY; Special Summon this card from your hand.  During the turn this card was Special Summoned, negate the effects of all other cards in this card's column while it is on the field. Each player can only Set 1 card, Special Summon 1 monster from their hand, and/or activate 1 Spell/Trap from their hand each turn.

 

Feel this fits all the qualifications listed, does it not?

 

NEXT UP:

 

It'll be filler by implication, but....a Gemini monster with an effect in the hand that does NOT put it on the field or in the GY.

Link to comment
Share on other sites

Second Summoner

DARK - Level 4 - Spellcaster/Gemini - 1400/2000

You can reveal this card in your hand and target 1 monster either player controls: Add 1 Gemini monster from your Deck to your hand with less ATK than that target. You can only activate this effect of "Second Summoner" once per turn. This card is treated as a Normal monster on the field and in the Graveyard. You can Normal Summon this card on the field to treat it as an Effect monster with the following effect:

●Once per turn, you can change this Attack Position monster to Defense Position: Set 1 "Gemini" Spell/Trap Card, or "Double Summon" from your Deck or Graveyard to your field.

 

No, neither Catalyst Field nor Supervise is a "Dual" card in Japanese, and as such neither would be a valid target. "Double Summon", however, is "Dual Summon", officially a "Gemini" card without the name.

 

A card that makes good use of a Sword Hunter/Truckroid effect with an effect that also triggers when equipped with something or that kills off its own Equips as cost. Basically, a card that would have kicked ass in the GX or even 5Ds era, but is limited now by being just too slow.

Link to comment
Share on other sites

5Ds era, you say?

 

Collector of Broken Spirits

Level 5 | DARK | Spellcaster/Synchro/Effect

2400 ATK / 1800 DEF

1 DARK Tuner + 1+ non-Tuner monsters

When this card destroys an opponent's monster by battle and sends it to the Graveyard: Equip the destroyed monster to this card as an Equip Spell Card with the following effect.

● During either player's turn (Quick Effect): You can make the equipped monster gain 400 ATK for each Equip Spell Card equipped to it until the End Phase of this turn, and if you do, destroy this card. You can only activate this effect once per turn.

 

Next: A Link monster for an archetype that would have trouble making it

Link to comment
Share on other sites

dd0zr33-7670d473-0e66-4d20-9522-6fdaceba

 

 FIRE/Fiend-Type Link Effect Monster/Link-4/2900 ATK
 
Link Arrows: Up/Upper Left/Bottom Left/Bottom
 
Lore: 2+ monsters, including a FIRE monster with 200 DEF
When this card is Link Summoned: You can banish all monsters OR all Spell/Trap Cards your opponent controls. Unaffected by other monster or Trap effects. Once per turn, if this card is in the Extra Monster Zone: You can Special Summon FIRE monsters with 200 or less DEF from your GY to as many zones this card points to as possible, but banish those monsters during the End Phase, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Synchro Monsters.
 
 
Bomb as hell, but good luck making it with your main swarm card Limited and your Neo branch too busy being the poor man's Infernoids to forward your game-state, Flamvells.
 
NEXT UP: 
 
Since we're on the subject of supporting series that are schmuck bait by virtue of their abilities and classifications...let's make a Ritual Flip Monster.
Link to comment
Share on other sites

Tindangle Perfect Angel

DARK | Level 7 | Fiend | Ritual | Flip | Effect

This card must first be Ritual Summoned by the effect of “Tindangle Ritual”. When a set card is targeted by a card effect or would be destroyed by a card effect, you can Flip this card face up and if you do negate that card effect and if you do that banish that card. When this card is flipped face up and you have at least 1 “Tindangle Base Gardna” in your GY, you can Special Summon 1 “Tindangle” monster from your Deck and GY in facedown Defense Position except “Tindangle Perfect Angel. You can only activate each effect of “Tindangle Perfect Angel“.

 

Next card: make a card that gives card Advantage to an underwhelming archetype but does not break them.

Link to comment
Share on other sites

dd87rhi-01707487-5543-44a0-a6a5-804a9636

 

Break in the Blizzard

Quick-Play Spell Card

 

Lore: Discard 1 card; add 1 WATER Dragon, Spellcaster or Fairy monster from your Deck to your hand, and if you do, you can place 1 Ice Counter on up to 2 monsters on the field with a lower Level than that added monster. If a card(s) you control would be destroyed by battle or card effect by a monster with an Ice Counter(s) on it, you can banish this card from your GY instead. You can only activate 1 "Break in the Blizzard" per turn.

 

NEXT UP: 

 

The 'schmuck bait by virtue of abilities' spirit is still going strong! And speaking of such, how about a Fusion Spirit monster that isn't a Shinobird? Bonus points if its a Contact Fusion.

Link to comment
Share on other sites

  • 2 weeks later...

Omoikane

6/LIGHT/Psychic/Fusion/Spirit/0/2800

2 Spirit monsters

Must be Special Summoned (from your Extra Deck) by returning the above cards you control to the hand. (You do not use "Polymerization".) If this card is Special Summoned or flipped face-up: You can change all monsters on the field to face-down Defence Position. Once per turn, during the End Phase, if this card was Special Summoned or flipped face-up this turn: Return it to the Extra Deck.

 

Next: A Union Monster that equips to any monster of a certain Type or Attribute.

Link to comment
Share on other sites

Why not both?
 
Messenger of Darkness
DARK | Level 3 | Fiend | Union | Effect
1200 / 1000 
Once per turn, you can: target 1 DARK Fiend monster you control; equip this card to that target, OR Unequip this card and Special Summon it. A monster equipped with this card gains 500 ATK for each monster your opponent controls. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
 
Next: Make a Synchro Monster for an archetype that has no tuners, OR vice-versa.

Link to comment
Share on other sites

Cyber Dragon Hülse

LIGHT - Level 3 - Machine/Tuner/Effect - 500/700

This card is treated as "Cyber Dragon" on the field or in the Graveyard. This card gains 1000 ATK while in Attack Position. If this card is used as Fusion or Link Material: You can Special Summon 1 "Cyber Dragon" monster, or Fusion monster that specifically lists "Cyber Dragon" as Material, from your Graveyard. You can only activate this effect of "Cyber Dragon Hülse" once per turn.

 

("Hülse" means "shell", essentially the opposite of Core.)

 

A really strong attack/effect name card, but linked to a monster no one is going to play.

Link to comment
Share on other sites

Influence of Rune

Normal Trap

If you control an "Aesir" Synchro Monster, you can activate this card from your hand. Target 1 Synchro Monster you control; this turn, it is unaffected by your opponent's card effects, also if that target is "Odin, Father of the Aesir", it gains 2000 ATK until the end of this turn.

 

Who's going to run Odin in 2019?

 

N/C: A card that activates various effects depending on how it is destroyed (by battle or card effect)

Link to comment
Share on other sites

Trigger Totem

3/FIRE/Rock/1500/200

If this card is destroyed by battle: Target 1 face-up card the turn player controls; destroy it. If this card is destroyed by its owner's card effect: Send the top 3 cards of your Deck to the GY. If this card is destroyed by its owner's opponent's card effect: Destroy 1 random card in your opponent's hand.

 

Next: A, literal or otherwise, hand trap with fairly situational applications.

Link to comment
Share on other sites

Checkmate Reversed

Trap Card

If your opponent controls at least 5 Monsters and their combined ATKs result in a sum of 8000 or more, you can activate this card from your hand: Banish all monsters your opponent controls.

 

At least it tried

 

Next: How about a card that allows you to do something good without actually giving you the support for that same something (For example, allowing you to Synchro Summon using XYZ Monsters, but the card itself does not allow you to treat their ranks as levels)?

Link to comment
Share on other sites

Synchronizing Summoner

Link-2 | LIGHT | Cyberse | Link | Effect

1500 ATK

Link arrows: 

 

While this card is co-linked (quick effect): You can target 1 face-up Link monster this card points to; it is treated as a Tuner until the end of this turn, and if you do, immediately after this effect resolves, Synchro Summon using only monsters this card points to.

 

Next: Make a card that would be pretty good if it wasn't a trap and/or limited to a certain phase

Link to comment
Share on other sites

Storming Wave

Normal Trap

Cannot be activated as Chain Link 2 or higher. During your turn: Negate the effects of all currently face-up cards your opponent controls, until the end of this turn.

 

Next: A Spell that would be better off as a Trap.

Link to comment
Share on other sites

Holy moly what a task

 

Counter Bombing

Normal Spell

After your opponent has destroyed at least 5 cards on your side of the field, you can activate this card: Banish all cards on your opponent's side of the field.

 

Next: A retrain or errata of one of the most broken cards in the game, Delinquent Duo. I challenge you to turn it into pack filler.

Link to comment
Share on other sites

Pernicious Pair

Normal Trap

If you activate a card or effect by paying exactly 1000 LP, except for the effect of "Pernicious Pair", pay 1000 LP: Return 1 random card from your hand to the top of your Deck; apply the following effect during the 3rd End Phase after this effect resolves:

●Look at your opponent's hand and discard 1 card from it. Then, your opponent discards 1 random card from their hand.

 

A draw card that would be incredibly broken, except for the Type, Attribute, or archetype it's tied to.

Link to comment
Share on other sites

Ascension of the Egyptian Gods

Normal Spell

If you control 3 monsters whose original names are "Slifer the Sky Dragon", "Obelisk the Tormentor", and "The Winged Dragon of Ra", you can activate this card: Draw 3 cards.

 

Incredibly broken, incredibly impossible to not be a dead draw.

 

Next: A boss monster that, for some reason, is just not worth summoning.

Link to comment
Share on other sites

Mechaniking

DARK - Level 8 - Machine/Effect - 2500/0

While you control this Tribute Summoned monster, your opponent cannot target other Machine monsters with 0 DEF with effects. Once per turn, you can banish 1 Machine monster from your Graveyard to target 1 face-up monster your opponent controls: Destroy that target, and if you do, increase this card's ATK by 100. If a monster(s) is Summoned during the End Phase, you can apply this effect:

●During the next turn, this card and that monster cannot be destroyed by battle or your opponent's card effects.

 

Make a card that staples the effects of two better cards together, but waters them both down in some way (for example, a Monster Reborn and an Upstart, but the reborn is heavily restricted and the draw comes during the End Phase or something).

Link to comment
Share on other sites

Solemn Trap Hole

Counter Trap

Activate only when your opponent Normal Summons a monster; Pay 1500 LP: Destroy that monster.

 

How about a card that's only useful if the player is simultaneously running two different strategies (i.e. Lockdown and mill in the same deck, but less symbiotic)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...