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Member Since 12 Jun 2014
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Currently Viewing Topic: Make a Synchro Monster Game (v....
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In Topic: A Game of Dragons

Yesterday, 02:15 AM

Ultimate Destruction Dragon
LIGHT - Level 12 - Dragon/Fusion/Effect - 4500/3800
Must be Special Summoned either by "The Fang of Critias", using "The Ultimate Creature of Destruction", or by its own effect. During the turn a Trap Card or effect has been activated (even if that activated Trap Card was negated), this card is unaffected by other card effects, and cannot be used as Material for a Summon. This card's maximum number of attacks per Battle Phase is equal to the number of Dragon Fusion monsters you control. If you Normal or Special Summon a "Blue-Eyes" monster: You can Special Summon this card from your Graveyard. You can only Summon 1 "Ultimate Destruction Dragon" per turn this way.

Create a Critias Fusion that uses a revival Trap.

In Topic: Make a Spell/Trap Card Game

21 August 2019 - 11:47 PM

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.

In Topic: Make a Spell/Trap Card Game

20 August 2019 - 03:25 AM

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.

In Topic: Make a Pendulum Monster Game

18 August 2019 - 06:46 PM

Des Dealer
DARK - Level 8 - Fiend/Pendulum/Effect - 1800/2800 - Scale 1
Pendulum Effect - If a Pendulum monster battles while both players have at least 1 card in their hand: Make both players shuffle their respective hand into their Deck, then each draws cards equal to the number of cards they shuffled +1. Neither player can activate cards or effects in response to this effect. During your opponent's Draw Phase, immediately after their Normal Draw: Inflict 200 damage to your opponent for each card in their hand; then, if there is an even number of cards in your opponent's hand, your opponent must then discard half of the cards in their hand. You can only control 1 "Des Dealer" in the Pendulum Zone.
Monster Effect - This card gains 200 ATK for each card in both players' hands. There is no limit to the number of cards you can have in your hand. This card can attack all monsters your opponent controls, once each. If this card destroys your opponent's monster by battle: You can add 1 face-up Pendulum monster from your Extra Deck to your hand.

Master Swordsman of Deep-Seated

In Topic: Make a Synchro Monster Game (v. 2.0)

17 August 2019 - 04:28 AM

Ulu'utheil, the Star Consumer
LIGHT - Level 9 - Psychic/Synchro/Effect - 1200/3000
1 Psychic Tuner + 1 or more non-Tuner LIGHT monsters
Cannot be targeted or destroyed by card effects. This card gains ATK equal to its current Level x200, and all monsters your opponent controls lose ATK equal to half the ATK this card gains by this effect. If this card destroys your opponent's monster with a Level by battle or its own effect: Increase this card's Level by the Level of the monster destroyed. Once per turn, you can target 1 monster on the field whose current ATK is less than or equal to this card's original ATK (Quick Effect): Destroy that target, then draw 1 card.

At base, even without killing anything, the pop effect can get rid of any monster with 2100 or less ATK, which covers the vast majority of monsters your opponent will be throwing around at the start of the combo, so if nothing else this thing can interrupt and interfere with plays, and doubles as a decent beater with mildly good protection.

Conquering King Vulnado